#darmuhsTerminalStuff (3.7.7) - Terminal Mod
1 messages Β· Page 6 of 1
unfortunately I dont really have the time to do real-time testing
gotcha
but I can post a dev build here for you to try with another person at some point
i'd be more than happy to
awesome, i'll ping you when I've got something worth testing
gotcha
testing build:
@limber swan this should solve some of the issues I found with videos starting to desync, lmk how it works with multiplayer #1180739684654121091 message
@young stag I added that extra bit of prioritization between store/moon nodes. Not really able to test it without an example so if you could please test it out
I've added some more backend stuff to make alwayson a bit more consistent (switching from a postfix to a prefix)
I also got rid of some basegame stuff that loads different pages when you start using the terminal with my first ever transpiler 
@jade veldt if you can also test to see if you're still having those issues with cached pages. I made some changes but honestly cant remember if the issue is completely fixed #1180739684654121091 message
Oof, I'll do that tomorrow
I was about to sleep
no worries, take the time ya need
i don't think it works :(
[06:16:09.0699542] [Info :darmuhsTerminalStuff] disabling ANY cams views
[06:16:09.0699542] [Info :darmuhsTerminalStuff] Networked nodes enabled, sending result to server.
[06:16:09.0699542] [Info : Unity Log] noun keyword: provenance ; verb keyword: route ; result null? : False
[06:16:09.0699542] [Info :darmuhsTerminalStuff] Valid node detected, nNS true
[06:16:09.0699542] [Info : Unity Log] result: provenanceRoute
[06:16:09.0699542] [Info :darmuhsTerminalStuff] RPC called from host, sending to client RPC
[06:16:09.0699542] [Info :darmuhsTerminalStuff] Node detected coming from host, resetting nNS and ending RPC
[06:16:09.0699542] [Info :LethalLevelLoader] LockedNodeEventTest: ExtendedLevel Is: ProvenanceExtendedLevel (LethalLevelLoader.ExtendedLevel), CurrentNode Is: MoonsCatalogue, LoadNode Is: provenanceRouteConfirm
[06:16:09.0699542] [Info :LethalLevelLoader] LockedNodeEventTest: ExtendedLevel Is: ProvenanceExtendedLevel (LethalLevelLoader.ExtendedLevel), CurrentNode Is: MoonsCatalogue, LoadNode Is: provenanceRouteConfirm
[06:16:09.0709313] [Info :darmuhsTerminalStuff] LoadNewNode patch, nNS: False
didnt mean to wake you lol

let me change one thing
i miiiiight not have time to test the new one because we're about to play depending on how long my friend has left to import mods
no worries
you can test whenever im just dropping them here before i forget about it lol
if you do test again pls enable this setting to see more log messages (spam)
ok last lil change before i leave it here for yall to look at
Keep happening the small desync. He sees home, but I see the last cached terminal despite not having the option activated
When I go back in orbit after the company the terminal defaults to vanilla moons even though I have the terminal default to home page. I also have lethal constellations so the moons should not be in that order.
welp redirecting a worng report i did on GI thread:
error when typing view monitor
we have a winner
pro orders flashlights, prov routes
wow that is one beefy UDA report. Do you happen to know what the terminalstuff config is set to for the person who got this error?
I have an idea but would rather not assume
hmmm, so they start using the terminal and see the home page but you dont see it update?
yup
wait
no
actualy
- He joins
- He go to terminal
- We all see home page
- I tell them to go to Moon/Store
- He goes to that screen
- We see both the moon/store screen
- He leaves
- He enter again to the terminal
- He sees home, I see their respective moon/store screen he was before
- When typing any new command, the screen syncs again
was this using the latest thunderstore release or the .dll I posted last night?
latest thunderstore release
this also sounds like it may be more related to LethalConstellations vs. this mod. Considering this known issue #1269406512313405571 message
I think it might be fixed but I am not sure
I have a plan to fix the above linked issue once I've got a stable update for this mod ready
since it's not a super critical issue
mine?
the LethalConstellations one yes
Oh, I see
for this one, I have an idea as well. Will have an updated .dll for you to try sometime later
nvm, pretty sure I dont need a config. Was able to reproduce and found an issue. Adding this page to tell users what to use as an alternative commands to the vanilla one (if a keyword doesnt already replace it)
a bit better formatting
finally getting around to this
@tough adder can you post the config?
Darmuh can just grab it from my pack no?
@simple sierra
wasnt sure if it was from playing with your pack
also
Got ya :3

random 6AM update π
figured we can test in prod 
[3.5.7]
- Added better handling of default "view monitor" command.
- Will now display a new page for users when the keyword is not already replaced.
- Added new config item [obcRequireUpgrade] which will disable any commands that use a bodycam until the unlock has been purchased.
- Commands that will show a new message telling the user the bodycam upgrade is required: terminalCams, terminalMinimap, terminalMinicams, and terminalOverlay.
- Updated handling for keeping the screen on. There shouldnt be any noticeable difference but it helps on the backend.
- Added a simple transpiler patch to disable the vanilla behaviour of loading different nodes when you start using the terminal.
- This mod is now fully responsible for loading a node when you first start using the terminal.
- Fixed some issues with terminal video handling such as:
- extra (unnecessary) folder being created for video packs
- videos restarting when leaving/reentering the terminal causing desyncs with other players.
- Hopefully fixed some minor desync issues with networked nodes.
- Added config item [alwaysUniqueVideo] which will ensure a unique video is always played when running the videoplayer command.
- When enabled, this setting will shuffle all of the videos into a list. Each time a video command is run it will play a video from the list until it reaches the end of the list. Then a new re-shuffled list will be created.
- Added priority handling so that Store commands will always take priority over Moons routing commands with ConflictResolution enabled.
- I can add this as a configurable in the future if requested.
- Removed alwaysOnAtStart & alwaysOnDynamic in favor of new Quality of Life setting - [TerminalScreen]
- this can be set to one of the following modes:
- nochange (screen will follow vanilla behavior and remain untouched)
- alwayson (screen will stay on at all times)
- inship (screen will stay on while you are in the ship)
- inuse (screen will only stay on when someone is using the terminal)
- this can be set to one of the following modes:
- Renamed alwaysOnWhileDead and aodOffDelay config items to ScreenOnWhileDead and ScreenOffDelay
tested against a few different larger profile codes and nothing broke but pls lmk if you find anything. Definitely a lot of changes in this version
NA West coast dweller located
π«‘ Washington
darmuh's Terminal Stuff (3.5.7)
ooh!
time to see :]
Time to test the Inuse :]
well, after 60 minutes :,]
yeah lmk how it goes! I did some lan testing for that and the desync issues you were experiencing and believe they should be in a good state
i'm not sure if you'll notice a performance boost or decrease when using inuse, but it will at the very least be a good indicator of when someone is actually using the terminal lol
good amount of changes in this update π https://github.com/darmuh/TerminalStuff/commit/2c644704c8ee68b81317983f2d802ed9e50b88b4#diff-b571a0397214742452d7ab4d9a0e4472bbfed13cacd9bc475e6630d8b3f92c9d
@simple sierra I get this when I try to go to synthesis
unable to travel, crash on landing or just spam log?
when I type it in console it does not enter it just stays there
hmm
I'll check it on my modpack, I have that moon too
ok
If I can, there may be another mod causing the incompatibility
okay
this error shouldnt appear in the next update. (hopefully) Had another report of an issue with a keyword returning the same error and added a null check which seemed to fix the issue
I think the underlying issue is probably caused by some other mod/entity duplicating compatiblenouns but I'd rather just handle these odd null ref cases on my end than try to figure out who is causing it lol
[3.5.8]
- Added null check in Conflict Resolution for nouns that do not have a defaultVerb property which was throwing errors for some people.
darmuh's Terminal Stuff (3.5.8)
Played today after updating my mods N I didn't have that issue anymore
Also BTW if you're still having the same issue I had but I fixed it by disabling that one setting that shares the terminal view for everyone, networking nodes or smth? I don't really remember which one it was
It has been fixed on the latest update, so don't worry :]
Ah alright
[3.5.9]
- Hotfix for default video folder config not working following 3.5.7
- Also added new result page for when no videos are present in the folder specified by [videoFolderPath]
darmuh's Terminal Stuff (3.5.9)
glad to hear it fixed itself. Hopefully wasnt my mod causing it
i'm not sure what you mean
Not at the moment. This mod does not modify the input text limit
It's something I can look into. I know from previous work it's on a per-page basis. There are some pages other mods add that would not want that value modified (like my suitsTerminal mod's advancedSuitsMenu page)
not seeing any immediate issues with v64, going to tag the thread for it
I remember before I was able to make the terminal always default to a certain page on the terminal, but it got changed back and I cannot find the configuration option
do you know what it is
what do you wanna check?
I want it to default to the home page
disable cached last terminal page
it is
it does not give me the option to select the page
When you disable that option, it will automatically take you to the home page when you enter back in.
do you have a profile code I can test this on?
0191c912-eb5a-b35c-b7a4-ae04cd69e9a2
I am getting the same issue
@simple sierra
haven't had a chance to look at it. Been busy with work, please dont ping me a second time
π
alright figured out what the issue was and will be pushing a hotfix shortly. That said though, how would people feel for doing away with the "cached pages" feature and instead just identifying a specific page you want to load each time you start loading the terminal? For those who want "cached pages" they could just set the page to load at startup to "none"
would simplify a lot on the backend lol
[3.5.10]
- Hotfix for issue where having cached pages disabled would make it seem like they are still enabled when screen was set to always be on.
- Issue was just that when you started using the terminal, nothing would load. So the last page you had would be what you'd see.
- May adjust/simplify this feature in the future.
darmuh's Terminal Stuff (3.5.10)
Thanks for the profile code. Helped me figure out what the issue was
π΄
yw
could be cool
definitely leaning into it. Since my transpiler is working so well now to make basegame not load anything it kinda defeats the purpose of having a cached pages feature 
Found a bug with this mod and @dusky robin's Teleport Decline, I'll send a video soon
I regret making that mod evr now and then a compatibility issues risses
real π
Only thing td uses related to the terminal is getting an audio clip from terminal class
yeah there's a command in this mod that activates the teleporter
but it just finds/presses the button for you, so not sure what the bug could be
actually, that's a lie
reworked it to be simpler a while ago
Is it open source?
I grab the TP instances at Teleporter Awake
so instead of having to find the button I can just call tp.PressTeleportButtonOnLocalClient();
when I decline a Teleport, I don't see nothing on the terminal
it just light up for a second
it gets fixed if you get teleported
I guess it's because it considers that the player is not in the ship or something like that.
yeah uh
Yeah theres an issue with tht
let me provide you the portion of code that keeps the screen on
what do you have your TerminalScreen config option set to again?
inship or inuse?
gotcha, so screen is off when no one is using it
yup
screenSettings.inUse would be true in this case
think you could update this property on teleport decline? StartOfRound.Instance.localPlayerController.isInHangarShipRoom
nvm i think you do already
I can try insted of making teleport player not happen make it happen but teleport back
In the same frame
Im on my phone rn
So i cant do much
actually, I could be wrong but it looks like you save the player's state in TeleportDeclineBase.wasInHangarShipRoom but i'm not seeing it updated anywhere on teleport decline
and no worries, take the time you need and lmk if there's something I need to do on my end
that might look kinda jank tbh
I guess this might not be necessary but would be curious if the values are changing at all throughout the process. Some debug logging would be nice to doublecheck
Its updhttps://github.com/MasterAli2/TeleportDecline/blob/main/LethalCompanyTemplate%2FPatches%2FPatch.cs#L35
Line 35
ohhhh yeah I was reading that backwards
mb
so im a little confused sorry. How do you get the original values when a player is first getting TPd?
oh right, that gets called for any teleport
idk why I was thinking it'd only be an inverse thing
honestly it could be something on my end
i'll look into maybe adding some more logging for the coroutine
Try logging the state of the inUse/inShip thing when the issue occurs
for sure, i'll look into it and tag you if I find anything worth looking into
weird, i'm not able to reproduce the bug with just teleportdecline and terminal stuff. Do you have a profile code I can test with?
0191d9b6-d2cc-62ea-7799-81a5c95fc54e
haven't been able to confirm because some mod keeps adjusting my credits (regardless of save) to 60 but I have a feeling this GeneralImprovement's setting might conflict with @dusky robin's prefix that updates the values we were talking about earlier to determine whether the player is in the ship
about the credits it's indeed GI
hmm, it may be that
oh yeah, just found the setting
even disabling the setting seems to still break my starting credits setting
that's a bit annoying
oh nvm it wasnt updating with lethalconfig
yeah I dont think your last prefix is getting called with the above settings from GeneralImprovements https://github.com/Shaosil/LethalCompanyMods-GeneralImprovements/blob/595be2f0de8bb3bb2087d09a86d655b75e4acd6b/Patches/ShipTeleporterPatch.cs#L93
some logs:
isInHangarShipRoom: True
screenActive: False
screenSettings.inUse True
[02:45:09.3751884] [Info :Teleport Decline] Stopping teleport!
[02:45:09.4727308] [Debug :darmuhsTerminalStuff] DEBUG LOGS
isInHangarShipRoom: True
screenActive: False
screenSettings.inUse True
[02:45:09.5739543] [Debug :darmuhsTerminalStuff] DEBUG LOGS
isInHangarShipRoom: True
screenActive: False
screenSettings.inUse True
[02:45:09.6771259] [Debug :darmuhsTerminalStuff] DEBUG LOGS
isInHangarShipRoom: True
screenActive: False
screenSettings.inUse True
~ removed some spam from my debug statements above, it continues to report the same as above ~
[02:45:10.7081445] [Debug :LethalMoonUnlocks] Intercepted alert: key = LC_Tip1!
[02:45:10.7081445] [Debug :LethalMoonUnlocks] Queued new alert: key = LMU_Intercept_LC_Tip1
[02:45:10.7081445] [Debug :LethalMoonUnlocks] Trying to start queue but it's already sending..
[02:45:10.7081445] [Info :JacobG5.ReverbTriggerFix] Caching reverb presets.
[02:45:10.7152720] [Info : Unity Log] Teleport B
[02:45:10.7152720] [Info : Unity Log] Teleport C
[02:45:10.7219724] [Debug :PizzaTowerEscapeMusic GameEventListener] Player exited ship
[02:45:10.8114297] [Debug :darmuhsTerminalStuff] DEBUG LOGS
isInHangarShipRoom: False
screenActive: False
screenSettings.inUse True
[02:45:11.3165497] [Debug :darmuhsTerminalStuff] DEBUG LOGS
isInHangarShipRoom: False
screenActive: False
screenSettings.inUse True```
removed GI and now it looks like ChocoQuota is overwriting my starting credits value π
nvm that mod is disabled but something is setting it to 125??
oh it's QuotaSettings
ok so even setting KeepItemsDuringTeleport to "None" it still wont load the prefix that resets the states. Only when I disabled GeneralImprovements (and quota settings so that I could buy a teleporter) did the issue go away
gonna confirm in a profile with just our three mods
I don't have chocoquota
yeah it was QuotaSettings with basically the exact same config
your chocoquota config was still in the profile which is why I said it was that at first
but yeah this one, dont think it's possible to disable this feature the mod provides
ok so if you set both of these to "None" (requires game restart) then the prefix will run and the values will be set properly
and then there's no issue
the starting credits stuff i'm not going to worry about fixing. If you have another mod that takes priority over mine for that patch I suggest using their config setting
still gonna report some of this stuff to GI tho just as an fyi
No issues, I was planning to use GI starting credits dynamic
posted over in the GI thread my findings. As far as i'm aware there is nothing I can do on my end for this issue
Thanks for doing the efford to find and report the issue
When using lc_doom with Terminal stuff the teminal will just be blank but it runs in the background i even tried only running openapi terminal stuff and lc_doom and still blank
https://thunderstore.io/c/lethal-company/p/Cryptoc1/LC_DOOM/
https://github.com/cryptoc1/lc-doom
i mean they arent supposed to work together
yeah i think it's pretty likely that mod only works as a standalone. Does it still work by itself? I'd be a bit surprised considering it hasnt been updated in 9 months
I havent tested on v64 but v62 it still works. I can test v64 later
still works in v64
This is wenn trying to run doom with Terminal stuff
[Info : Console] Open WAD files:
[Info : Console] OK (DOOM1.WAD)
[Info : Console] Load palette:
[Info : Console] OK
[Info : Console] Load color map:
[Info : Console] OK
[Info : Console] Load flats:
[Info : Console] OK (54 flats)
[Info : Console] Load sprites:
[Info : Console] OK (483 sprites)
[Info : Console] Load texture animation info:
[Info : Console] OK
[Warning: Unity Log] [Dissonance:Recording] (14:13:22.931) BasePreprocessingPipeline: Lost 960 samples in the preprocessor (buffer full), injecting silence to compensate
[Warning: Unity Log] [Dissonance:Recording] (14:13:22.944) CapturePipelineManager: Detected a frame skip, forcing capture pipeline reset (Delta Time:0,1859794)
[Info : Console] Load map 'E1M5':
[Info : Console] OK
You still here the audio and can interact with doom you just cant see anything
Not sure if this mod is the culprit but sometimes I just can't send commands anymore
and it sends errors in the logs
You sure you have this mod enabled? I dont see any logs indicating the mod (or any of my mods) was loaded
yes
huh, you sure you sent the right log file?
lol idk what happened then
I'm not seeing any logs even saying the mod was loaded lol
Is it saying that it's loading your mod in this one?
yep see it now [02:22:39.4135750] [Info : BepInEx] Loading [darmuhsTerminalStuff 3.5.10]
Alright then, that's very weird
will try to send the log again next time I get the error
okay cool, was just about to say not seeing any errors
I wonder who did that main menu page :]
Haha
dw it's only for my private pack
no issues lol
What's more, I'm sharing it here for the public.
Homeline 1
β <color=#FF0000>MEGALOPHOBIA-9 OS ENTERPRISE</color> β```
Homeline 2
<color=#FFFFFF>COMMAND\t\tACTION</color>```
Homeline 3
\t\t[Requires Better Scanner lvl 2]\n
\n
<color=#dcc7ff>- Monitor Commands -</color>\n
<color=#33cc33>MAP</color>\t\tShow Map\n
<color=#33cc33>CAMERAS</color>\t\tShow Body Camera\n
<color=#33cc33>MINIMAP</color>\t\tShow Map in Corner\n
<color=#33cc33>MINICAMS</color>\t\tShow Body Camera in Corner\n
<color=#33cc33>OVERLAY</color>\t\tShow both Map and Body Camera\n
\n
<color=#33cc33>SWITCH [USER]</color>\tChange user in Monitor\n
\n
<color=#b97db0>- Player Commands -</color>\n
<color=#33cc33>VITALS</color>\t\tSee user\'s health (βͺ10)\n
<color=#33cc33>SUITS</color>\t\tChange your current suit\n
\n
<color=#d50630>- Control Commands -</color>\n
<color=#33cc33>LEVER</color>\t\tPull the lever\n
<color=#33cc33>DOOR</color>\t\tOpen the ship door\n
<color=#33cc33>LIGHTS</color>\t\tTurn on/off the lights\n
\n
<color=#f0af91>- Lobby Commands (Host Only) -</color>\n
<color=#33cc33>LOBBY OPEN</color>\t\tAllow late joining\n
<color=#33cc33>LOBBY HELP</color>\t\tSee other Lobby commands\n
<color=#33cc33>LOBBY [COMMAND]</color>\tSet a command from help\n
\n
ββββββββββββββββββββββββββββββββββββββββββββββββββββββ<size=100%>```
(note, this is the lower part of the menu)
you could probably do </size> rather than <size=100%> at the end there
though I dont think it matters much at the end of the day lol
Home Help Line
\n
<color=#f5d51e>- Travel System -</color>\n
<color=#33cc33>CONSTELLATIONS</color>\tConstellation Travel System\n
<color=#33cc33>MOONS</color>\t\tMoon Travel System\n
\n
<color=#dcc7ff>- Store System -</color>\n
<color=#33cc33>STORE</color>\t\tMain Store\n
<color=#33cc33>INFO [ITEM]</color>\tItem description\n
<color=#33cc33>BUY [ITEM]</color>\t\tBuy Items\n
<color=#33cc33>REFUND</color>\t\tRefund Items\n
\n
<color=#b97db0>- Terminal System -</color>\n
<color=#33cc33>BESTIARY</color>\t\tBestiary Log System\n
<color=#33cc33>STORAGE</color>\t\tStorage System\n
<color=#33cc33>SIGURD</color>\t\tSigurd\'s Log System\n
\n
<color=#d50630>- Upgrading System -</color>\n
<color=#33cc33>LATEGAME STORE</color>\tUpgrades System\n
<color=#33cc33>EXTEND DEADLINE</color>\tExtend the current Deadline\n
<color=#33cc33>CONTRACT</color>\t\tAccept a new contract (βͺ100)\n```
lol it's way easier to see it here formatted this way than by looking in the config and it being in a single line
yeah I highly recommend NOT editing something like that from one single line lol
Home Menu Art
<color=#33cc33>EMOTES</color>\t\tEmote Store\n
\n
<color=#f5d51e>- Scanning System -</color>\n
<color=#33cc33>SCAN</color>\t\tScan for Scrap```
that said, gale does let you do this
that's all, copy here all in its respective order and it's section to get it perfectly
I had to do it in 1 line cuz Gale was not working when editing as a text
iirc, it wasn't working
that's why I used <size=100>
if you cant do it there, I'd for sure do it in like notepad++ or something
huh, weird I wonder why it didnt work 
I guess it was because the start is in another text field?
the <size=80> was in homeline 1
and it should end in homeline 3
maybe, I have no clue tbh. It was news to me to find out those tags worked in the first place 
Got the error again
hmm
[22:15:29.9743929] [Info : Unity Log] Parsed word: sol
[22:15:29.9743929] [Info : Unity Log] noun keyword: solace ; verb keyword: route ; result null? : False
[22:15:29.9743929] [Info : Unity Log] result: solaceRoute
[22:15:29.9779693] [Info :LethalLevelLoader] LockedNodeEventTest: ExtendedLevel Is: SolaceExtendedLevel (LethalLevelLoader.ExtendedLevel), CurrentNode Is: RouteLocked(Clone), LoadNode Is: solaceRouteConfirm
[22:15:30.6031713] [Info : Unity Log] Stop special animation on TerminalScript, by Player (UnityEngine.Transform); Player (GameNetcodeStuff.PlayerControllerB)
[22:15:30.6031713] [Info : Unity Log] Calling stop animation function StopUsing server rpc for player: 0
[22:15:30.6031713] [Info : Unity Log] Stop special animation F
[22:15:30.6031713] [Info : Unity Log] Stop special animation G
[22:15:30.6031713] [Info : Unity Log] Quit terminal; inTerminalMenu true?: {playerScript.inTerminalMenu}
[22:15:31.8637526] [Info : Unity Log] Set interminalmenu to true: True
[22:15:32.8081903] [Info :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[22:15:33.5356909] [Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
(wrapper dynamic-method) Terminal.DMD<Terminal::OnSubmit>(Terminal)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent`1[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+EventFunction`1[T1] functor) (at <17de86d66286445fa95af59fa8fa644d>:IL_0067)
UnityEngine.EventSystems.EventSystem:Update()
looks like you were routing to solace, do you remember if the route was locked?
Considering you're using conflictfix I think it probably shouldnt be this mod. Hard to tell from the error where to point you though :/
no i mean like, if the moon was available on the moons page
pretty sure Selenes choice uses LLL's function to lock routing nodes if they should not be available
I know that's what I do for LethalConstellations and what is done for LMU
Well I just tried routing to a locked moon and got the error again
It was not on the moons page
Hello Darmuh, I found another incompatible mod related to the "inuse" option.
@summer raft WiderShip mod.
When you move the terminal into a sideroom, the terminal doesn't open correctly, sometimes not opening like the Teleporter, other times it doesn't detect the keybinds
I think it's caused by the sideroom being "considered" in this mod outside the ship, those bugs happens
I'll see if I can confirm that is the issue
yep, looks like the newest addition has an area that consistently resets the value to you being outside the ship
reported the issue in the other thread, not much I can/should do on my side #1279117315941732443 message
tested latest update to wider ship and seems fixed now #1279117315941732443 message
π
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
TerminalStuff.SpecialStuff.ConflictRes.TryGetBestMatchingKeyword (System.String query, TerminalKeyword& returnWord) (at ./SpecialStuff/ConflictRes.cs:145)
TerminalStuff.SpecialStuff.ConflictRes.InitRes (System.String playerWord, TerminalKeyword& word) (at ./SpecialStuff/ConflictRes.cs:53)
TerminalStuff.AllMyTerminalPatches+ConflictResolution.Postfix (System.String playerWord, TerminalKeyword& __result) (at ./PatchThings/MyTerminalPatcher.cs:24)
Terminal.ParseWord (System.String playerWord, System.Int32 specificityRequired) (at <d2996142fa1d46369fdcffced906545b>:IL_015F)
Terminal.ParsePlayerSentence () (at <d2996142fa1d46369fdcffced906545b>:IL_03B3)
Terminal.OnSubmit () (at <d2996142fa1d46369fdcffced906545b>:IL_0060)
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()
Got this weird error when trying to type "info old" or "info old birds"
but when i typed "info oldbirds" i managed to get the bestiary entry
I noticed a similar error when I made a pack for my friends to play the other day (I couldnt' play because I was at work π)
I have found at least the line of code that is throwing the error which I can "fix" but still trying to figure out what the issue is
so far I've determined it's from having a verb keyword followed by 2 more noun-type words
my friend was typing "buy pro-flashlights x2" and getting the error
if you find any other word combos this happens with please lmk. Will help having the extra data
Uhm, hi!
I'm improving the main screen, but it seems that Darmuh has stopped working completely
I've got this log while loading
oh, I may know what's going on
oh that's weird, something in LethalPerformance not like how im creating config items?
reading the argument exception says something about some special keys like /n /t [ ], etc
I remembered that I was adding a new command and to show that it's something new, I put a "[NEW]" next to it, so I'm removing it to test it
yeah I wonder if those characters are causing a break from the string
@lyric verge pinging you as an FYI
oof, still broken
yeah seems to be LethalPerformance doesnt like strings with any of those characters
but-
It was working perfectly before :,]
It broke when I wanted to update and improve the menu by changing the commands and some colors
hmmm, yeah this is also the first i've heard of the issue
i think the default config uses those same characters
can you post your config here?
also does LethalPerformance have a config?
yeah this doesnt look right
can you reset the homeline3 config item to default
that's strange, It's supposed to be this
and then see if those extra "\n =" lines are still there?
how did you paste it into the config?
thru gale or in-game?
gale
might be a bug on gale's part idk
welp, time ti paste again
anyway, you wanna get rid of that whole section of the config and start over
I think lethalperformance will keep throwing errors otherwise
doing my last test
If it still doesn't work, I'll start over again
gotcha, I think you could prob fix it by editing the config in notepad
when you edited it in gale did you edit from here?
or did you edit in the single line
there before
might be worth a bug report but would help to be able to reproduce the issue lol
I can give you the code
basically this shows it created a bunch of config items with the name "\n"
i think if you provide the text you're pasting and the config item name maybe that might be enough. Idk
Homeline 1
<size=90%> ββββββββββββββββββββββββββββββββββββ\n β <color=#FF0000>MEGALOPHOBIA-9 OS ENTERPRISE</color> β
pretty sure it's homeline3 that caused the issues
Homeline 2
ββββββββββ©βββββββββββββββββββββββββββββββββββ©βββββββββ\n <color=#FFFFFF>COMMAND\t\tACTION</color>
Homeline 3
<color=#33cc33>SCAN ENEMIES</color>\tScan for Enemies\n\t\t[Requires Better Scanner lvl 2]\n\n <color=#dcc7ff>- Monitor Commands -</color>\n<color=#33cc33>MAP</color>\t\tShow Map\n<color=#33cc33>CAMERAS</color>\t\tShow Body Camera\n<color=#33cc33>MINIMAP</color>\t\tShow Map in Corner\n<color=#33cc33>MINICAMS</color>\t\tShow Body Camera in Corner\n<color=#33cc33>OVERLAY</color>\t\tShow both Map and Body Camera\n\n<color=#33cc33>SWITCH [USER]</color>\tChange user in Monitor\n\nββββββββββββββββββββββββββββββββββββββββββββββββββββββ<size=100%>
Home Help lines
<color=#33cc33>HOME</color>\t\tBack to main screen\n\n <color=#f5d51e>- Travel System -</color>\n<color=#33cc33>CONSTELLATIONS</color>\tConstellation Travel System\n<color=#33cc33>MOONS</color>\t\tMoon Travel System\n\n <color=#dcc7ff>- Store System -</color>\n<color=#33cc33>STORE</color>\t\tMain Store\n<color=#33cc33>INFO [ITEM]</color>\tItem description\n<color=#33cc33>BUY [ITEM]</color>\t\tBuy Items\n<color=#33cc33>REFUND</color>\t\tRefund Items\n\n <color=#b97db0>- Terminal System -</color>\n<color=#33cc33>BESTIARY</color>\t\tBestiary Log System\n<color=#33cc33>STORAGE</color>\t\tStorage System\n<color=#33cc33>SIGURD</color>\t\tSigurd\'s Log System\n<color=#33cc33>SUITS</color>\t\tChange your current suit\n\n <color=#d50630>- Upgrading System -</color>\n<color=#33cc33>LATEGAME STORE</color>\tUpgrades System\n<color=#33cc33>HOTBAR</color><color=#FFFF00>[NEW]</color>\tBuy new Inventory Slots\n\n<color=#33cc33>CONTRACT</color>\t\tAccept a new contract (βͺ100)\n<color=#33cc33>EXTEND DEADLINE</color>\tExtend the current Deadline\n<color=#33cc33>SCRAP INSURANCE</color><color=#FFFF00>[NEW]</color>\tSave the Stored Scrap (βͺ400)\n
Home text art
[leadingSpace][leadingSpace][leadingSpace][leadingSpace][leadingSpace][leadingSpace][leadingSpace][leadingSpace]<color=#f0af91>- Emote Store -</color>\n <color=#33cc33>EMOTES</color>\t\tEmote Store\n\n <color=#f5d51e>- Scanning System -</color>\n<color=#33cc33>SCAN</color>\t\tScan for Scrap
I think I fixed it
yup
nice! yeah i'll see if I can reproduce and give a good bug report if it's an issue with gale
hmm, cant reproduce it with the stuff from above :/
I think it is the use of "enter" in the terminal customization, in some field if it is used a lot, causing it to create a field in the config?
cuz changing this
to this, fixed the issue
Ok yeah I was able to reproduce it
by doing this
i think gale is mistakenly making new config items if you press enter and start typing on a new line
It'd be good reporting this into https://discord.com/channels/1168655651455639582/1246088342458863618
#1246088342458863618 message - reported
as far as I'm aware that LethalPerformance method is just a modified version of the BepInEx one that avoids an allocation, so unless it behaves differently with LethalPerformance disabled, it's not a bug
(perhaps DiFFoZ could avoid having false reports by using a transpiler to only modify the original method and not inject a function call, but that's extra work)
yeah we determined the issue was the larger gale config box editor for strings. I reported it to Bobbo in the Gale thread
next version is going to be 3.6.0
have some things cooked
did some refactoring, for example
so, quick question about the switch command, it seems to do a terrible job of name matching playernames, even when TerminalConflictResolution is enabled
for example, I have three friends in my party whose names all start with "The" including myself
TheB, TheF, and TheP should be sufficient to distinguish between us, but it seems to always default to a specific one player
unless I type out a player's entire name
which is infuriating because one of these friends has a name that's 15 characters long
well, currently switch uses the vanilla logic for checking for a player name. Which is this function
I could look into writing my own name matching method in the future, this is the first time i've heard complaints about it
conflict resolution has no affect on this method at the moment
yeah, so our names are
ThePhxRises
TheBeanMan
TheFireOfMordor
it picks one of us, and typing anything starting with The will always select that player
I think based on join order somehow
but I can literally type "switch thefireofmordo" and it'll switch to someone else
unless I type the whole name exactly
yeah the meat of the function (that is for when a name is not an exact match) is this which checks each name vs what your input is
it checks if each name starts with the input you provide, thats it
so I assume it's that StartsWith func not being accurate
π€
you'd think TheF would still be enough
given neither of the other names actually start with that
yeah so it starts with the entire length of your input
then loops each time going smaller and smaller
theoretically, TheP as input should only match ThePhxRises
if there's spaces in the name tho, basically anything starting with The would be a match
no spaces
hmm, yeah not sure why you couldnt differentiate with the different letters after The
i'll look into it for a future update
weird, I'd be curious to see what shows in the logs
since basegame does some debug logging
anything that starts with Debug.Log will show up in your logs so long as you have debug logs enabled by bepinex
one sec and I'll get logs
ok so I get it
it returns the first name in the list with any match
it should go down letter by letter and check each name as it goes
not take each name and go letter by letter
doing it that way is actually really inefficient regardless
like, it should go
- thep
- check each name against that string
- the
- check each name against that string
instead of
- first name
- thep
- the
- second name
- thep
- the
ahhhhh I see, figured I was missing something
so yeah I can write my own function in the future
and i'll tie it with the conflict resolution config item to not bloat the config further
my own conflict resolution already does something similar to this, so shouldnt be too difficult to apply the same method
awesome
would be a huge improvement for anyone with a group of friends like mine lmao
lol yeah I get it
in the meantime, you could bind shortcuts to different keys for each friend 
I struggled getting binds to work but I think I was doing something wrong
so if you wanted to shortcut switching to "TheBeanMan" specifically you'd do
say to the F5 key
you'd do "bind f5 switch TheBeanMan"
without the quotes
this is only really efficient if you play with the exact same people every time
what all keys are bindable
ah I think I was trying to bind to numbers and didn't type their full unity names
awesome, thanks for the help
I am the de facto 'man in the chair' of the group so it's a bit of a must have for me nowadays
felt that
[3.6.0]
- Fixed issue of causing errors when typing nothing but spaces in the terminal.
- Removed default videos from the mod. They will be reuploaded under their own video pack as darmuhsTerminalVideos
- Formatting of config items has been standardized, this will result in many items resetting to default for this update
- Automatic info commands added with OpenLib 0.2.0
- Moved OpenBodyCams stuff to OpenLib for better standardization
- fixed issue where mirror cam positioning would break
- Added new config item [Mirror2DStyle] to switch between mirror camera styles
- default mirror style is a new style, switch to 2d for previous patch version
- Added ShipInventory compatibility for loot commands added by this mod
- All view commands (cams, minicams, overlay, etc.) have been refactored completely
- Updated handling of all commands to allow for multiple configured keywords
- Removed CachedTerminalPages config item in favor of new [TerminalStartPage] config option
- you can put any keyword here to load when entering the terminal
- Leave blank or set to "None" to not change terminal page when entering the terminal
- Saving last terminal input feature has been associated to new config item [SaveLastInput]
- Switched random functions from UnityEngine to System as I've read System random is a bit better
- Created ShipReset public event for other mods to subscribe to when lobby is fast reset (fired without cutscene)
- Added error handling for Conflict Resolution throwing null values
- General code cleanup and optimizations
darmuh's Terminal Stuff (3.6.0)
also updated the icon, since the videos are not automatically included with the mod anymore
Nah you gotta make it be darmuhsVideoStuff
π
LOL
btw i tried to make the icon cooler but my paint skills are not good enough 
thanks @tough adder for the nice color presets π
Oh chuncky update
Any configs I should redo for this update?
A lot of your configs will prob reset
so I would just go through the whole thing and set it how you'd like
I see
Alr ty<3

darmuhsTerminalVideos is here -> https://thunderstore.io/c/lethal-company/p/darmuh/darmuhsTerminalVideos/
Did you separate them to make the mod lighter?
yeah I figured it's pointless to have 9MB of videos to download every update lol
That's fair
now it's just 243KB total for the zip
and people who dont care about the videos feature will never notice
pain
sorry π
you should be able to copy paste your old config item tho
yeah, I did that :]
also
I found an issue with the conflict fix
some store items are being assigne incorrectly when trying to buy
Telling you are buying X item, but on the drop ship appears a Y item
on the buy confirmation, it says the Y's Price
that shouldnt be conflict resolution causing that. It just returns a matching word (does not change store item ids)
only feature that could cause an issue like that is purchase packs
that's strange, cuz instlaling ConflictFixMod fixes that issue :,]

If you have a way to reproduce in a smaller profile I'll take a look lol
"smaller profile" 
I'll try that
understandable
should i have saved my old config π₯Ή
you're gonna be hearing from my lawyers
i am never updating any mod ever again without first reading the changelog
besides that love your stuff though great work
I read that, but I forgor :,]
hahaha thanks 
how'd you still have your old config saved then
multiple profiles for my modpack branches
yeah i've tried it
great pack
can't wait for it to reach 400 mods one day
also darmuh this isn't really the right place but with shipcolors what are the extra 3 ship lights for since there are only 3 actual lights in the ship
if you mean the actual colors of the lights, each light on the ship actually has TWO lights!
so lights 1 & 4 are actually both part of the same light object but you can set each to a different color
oh damn I'm gonna have to keep an eye on things more if you're starting to modify more than just the terminal color lol
although lights aren't a big deal afaik
it happens to me too
I guess main thing I care about are cameras/monitors
lol yeah I had to work out some compat to not mess up bodycams and whatnot. Things are good now as of the latest update to that mod -> https://discord.com/channels/1168655651455639582/1267032461062311999
I still highly doubt this mod is the cause behind that issue
oohh, different mod, I see
yeah changing colors of anything non-terminal is def outside the scope of this one lol
and there were issues with bodycams there? or you mean with OpenLib for terminal and suits?
for just colors I would expect things should be fine for OpenBodyCams but who knows lol
changing materials in Unity is so screwy I wouldn't be shocked to hear there were issues
it was an issue with GI and Openbodycams. Not sure if an issue with just bodycams by itself
you can see the issue if you want by removing the blocked objects list. The second my mod tries to touch the GI game objects some wonky stuff happens
is the mod bugged? the fcolor stuff isn't working
first I've heard of this issue. How exactly is it not working? Does the terminal recognize it as a command?
also please double check your config since a lot of config items were reset in the latest update
yeah it's just gone from the list of "FUN" stuff but I did not change it in the config π¦
maybe I just have to restart the modpack then, just so many people here currently just wanted to ask first
okay this will be the issue!
thank you
no problem, sorry for the inconvenience about the config items
I wanted to standardize their naming structures and figured 3.6.0 would be a good time to do it
no it's fine really, that was my bad for not reading about updates!
no worries you were not the only one 
whats the config to disable the terminal not resetting when exiting it?
What do you mean by resetting?
exiting the terminal and then it going back to the main page
set this to Home (at the bottom of Quality of Life)
Hmm yeah that doesnβt look right. What are the 4 items supposed to be?
Yeah if you want the terminal to go back to the main page youβll change the setting that @hazy orchid mentioned. You can set it to any keyword youβd like btw
Gotcha
Ok yeah my mistake, need to make this line <= instead of just < https://github.com/darmuh/TerminalStuff/blob/8b6c6aa269f43355069e44c842e837be488dffbd/DarmuhsTerminalCommands/CommandHandling/CostCommands.cs#L336
Remove it from help?
When you remove a command it shouldnβt show up in the more menu
You want the individual commands to all show up under other instead of creating a more menu???
Oh boy
I mean, that could get really messy unless you have everything disabled except for like four commands
Hmmm, I mean I could probably do it
Iβm wondering if I should save people from having super long other pages or not lol

It would be easier to let others suffer
Iβll add some stuff in the next update when I fix that < to <= 
On mobile so autocorrect is outing me 

damn you got pings on for new messages in here?!?

haha fair
i have some other fixes to finish for this mod then your requested feature/bugfix will be released

prob will upload later tn
sorry I got sick and haven't been working on LC mods
My bad gang 
Not sure if it's included in the fixes you hinted at here, but there's an issue with the store if NetworkedNodes is enabled. When another player joins the lobby, the text shown in the store node becomes static and doesn't update anymore for all clients, so after finishing a quota you still see the same discounts and store rotation as before. I thought it could've been my mod doing it (since I'd only noticed the rotating shop not updating), so I ended up fixing several sync-related things while trying to find what was actually causing it, haha.
Take however long you need though, I can just disable NetworkedNodes for now and everything works perfectly fine. Hope you feel better soon! 
feeling a bit better today, might start working on this again
hmm, that shouldn't be happening. When you say the store node becomes static do you mean the text never changes at all? Also is there an easy way I can test for this in LAN?
Yeah, the text doesn't update, but items that are available are still purchasable, it just doesn't say which ones. I've been testing with Imperium (with Fulfill Quota, which updates discounts and the rotating store when the button is pressed), but also with my own mod (StoreRotationConfig) with removePurchased set to true.
The store node updates it's text with whats available via TextPostProcess right?
I ask because at TerminalStart I grab a couple vanilla nodes and add them to a list (the store node being one of them) since a lot of mods make changes to it's text at TextPostProcess - https://github.com/darmuh/TerminalStuff/blob/8b6c6aa269f43355069e44c842e837be488dffbd/DarmuhsTerminalCommands/EventSub/TerminalStart.cs#L75
Yeah, I think [buyableItemsList] and [unlockablesSelectionList] aren't being added back to it, so it doesn't update.
then during sync I check if the node matches and handle it as it's own node with textpostprocess https://github.com/darmuh/TerminalStuff/blob/8b6c6aa269f43355069e44c842e837be488dffbd/DarmuhsTerminalCommands/Networking/NetHandler.cs#L174
that would be very weird if thats the case lol
OH
maybe it's *because * I'm running textpostprocess?
Actually, I think I remember seeing an error with TextPostProcess() one time, but I didn't save the log...
yeah thinking on it now
I can remove calling textpostprocess on the text in my method
because LoadNewNode calls it within the method
that might fix the issue with the store you're seeing
just hoping terminalformatter and LLL are happy with that haha
It only happens after a client joins, so yeah it's probably something with how it's being synced over the network.
I can test it if you send a build here if you want, just to verify it doesn't cause issues with TerminalFormatter and LLL.
Oh, yeah, haha.
alright just ignore anything else that breaks
there's some stuff I was working on unrelated to store node/networked nodes haha
Actually, I could also just remove that line with a quick Transpilerβ’οΈ.
nah I gotchu with dev build
before I got sick I was working on fixing some issues I noticed with my homebrew cams
no one reported it because I think most everyone uses OpenBodyCams or just doesnt use the cams features haha
Oh, yeah, I did notice the minicams overriding the ones shown by OpenBodyCams with view bodycam yesterday.
oh yeah my cams stuff is not compatible with OpenBodyCams' terminal commands
it's an either or type situation
Oh, view bodycam was working until I enabled minicams out of curiosity, then only minicams worked.
But yeah you could probably add the same warning as view monitor to the OpenBodyCams one.
yeah the commands will work but I dont have logic for disabling the OBC command when enabling mine or vice versa
oh thats a good idea
(Though I do prefer the placement of the OCB one, which is just slightly lower).
I'll probably do the inverse tho and disable my stuff if I detect that command has been created
I should just be able to check OBC's config so long as it's public
yep, it's do-able
Sorry, got distracted by something, but this did seem to fix it. Tested with both TerminalFormatter and LLL and did not notice any unusual errors with them, and nodes were syncing correctly between clients.
nice! yeah seems like an oversight on my part
I was basically having the game process the text twice in TextPostProcess
Appreciate the report and helping me work out what the issue was!
No problem, glad you're feeling better too! 
[3.6.1]
- Fixed issue discovered with purchase packs where if you had exactly the amount it costed you could not buy it (thanks @jolly oar for the report)
- Added config item to disable more menu creation. When more menus is disabled any new commands will be added directly to the "Other" command listing.
- Replaced TextPostProcess postfix for zeekers' typo with a transpiler to search for the typo and fix it only once
- Fixed issue discovered with Store listing not updating when networkednodes is enabled. (thanks @raw oak for the report & testing)
- Updated handling for homebrew cams to use new functions in OpenLib (this will probably be moved to OpenLib in a future update)
- Also improved visibility to remove local player arms in homebrew cams views whenever they are visible (please report any issues with this)
- Added handling for when OpenBodyCams' view bodycam command is set to be added to the terminal.
- This view does not have built in compatibility with my cams views so they will be disabled when this command is enabled.
- Updated OpenLib version requirement
darmuh's Terminal Stuff (3.6.1)
heey, is the flashlight colour change broken since a few updates? It just stopped working for me since the config got reset recently
scolor is working fine
hmmm that might be an issue on my end
can you replicate this in your game as well?
yeah i'll take a look when I have time
going off your screenshot it looks like the leading space is not getting parsed properly, but i'll need to test on my own
Does it work if u do it without the space between fcolor and color lol
I'll try, hold on closed the game xD
this is what I was planning to try on my own 
I typed in "fcolorgreen" and got this
Unluck
yeah gotta wait for a hotfix it seems
will do chief π«‘
oh btw, does "fcolor list" work?
lemme try
yes it does
I also tried with two spaces in between color and green but doesn't work
okay yeah, I think I see the issue
would you be available to test a fix for me?
I've changed literally one line of code that probably fixes this lol
how would I do that? I have a little bit of time now
I'll post the .dll here, then you just put it in the darmuhsTerminalStuff folder of your current profile
which mod manager are you using?
awesome, yeah that makes sense with the fix I've implemented
do you need help finding the mod folder in r2?
I think I know which one
okay will do!
thanks 
awesome!
damn thanks for the quick help, I will just tell my friends for now to replace that .dll for tonight
okay, I can also try to push an update out for this little fix. I just want to go through the rest of the commands that are handled this way and make sure the rest of them dont also have this issue
yeah makes sense
how long till you plan to play with friends?
in an hour
oh yeah it wont be ready by then 
haha that is absolutely fine π
they can replace it π
[3.6.2]
- Hotfix for fcolor command (thanks @novel locust for the report and testing)
darmuh's Terminal Stuff (3.6.2)
You mind if I ask what it was?
huh, not sure why the cost is 0
more likely some method is not running properly
do you have a profile code I could test with?
up to you, I mostly just want to get some debug logging information
you could also just enable both debug log config items and send me the snippet from when you run the command
the profile code? usually yeah
also, just to double check, flashlights cost money in the profile you're testing in right?
the cost is calculated based on each item's value so the fact that it does detect 4 flashlights but still calculates as 0 is odd to me
no worries, feel free to lmk if there's anything else I can look at to help
the purchase packs stuff is probably the most complex code in the mod, so always down to review it for potential issues
π΅βπ«
if it ever happens again I suggest turning on these two config items and sending the results here -
ignore the version in the screenshot, it's an old testing profile lol
you have a period in the 4th flashlight
etc. is just abreviated for etcetera lol sorry
but basically each command name is the word before :
each item is separated by a ,
and each separate pack is separated by a ;
hahaha it's okay, I get it's not super straight forward
maybe one day it wont be so convoluted but that is how I am able to allow for you to create as many purchase packs as you want (in any way you want) without adding a bunch of config items
No problem π
Iβve never messed with json but maybe
uh i have a problem
when recreating the lobby almost all the other mods gets disabled
doesn't happen when i disable the mod
have a profile code to test with?
also pretty unlikely this mod would be causing that
also, logs would be helpful here
which mod manager are you using?
r2modman
looks like my mod is not playing nicely with AllDecorAlways
[23:11:19.1472443] [Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Object.get_name () (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
AllDecorAlways.Patches.TerminalPatch+<>c.<ChangeDecorHeading>b__1_0 (TerminalKeyword kw) (at <98913ec8e0cc42f4ab76478fff53f285>:IL_0000)
System.Linq.Enumerable.TryGetFirst[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate, System.Boolean& found) (at <dab7f68612224ba3ae40f651d44f9d4c>:IL_003F)
System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) (at <dab7f68612224ba3ae40f651d44f9d4c>:IL_0000)
AllDecorAlways.Patches.TerminalPatch.ChangeDecorHeading (Terminal __instance) (at <98913ec8e0cc42f4ab76478fff53f285>:IL_0001)
(wrapper dynamic-method) Terminal.DMD<Terminal::Awake>(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Awake>?98125002(Terminal)
LethalLib.Modules.Items.Terminal_Awake (On.Terminal+orig_Awake orig, Terminal self) (at <64fae9f52f324ab2a8065723b0759a64>:IL_07E1)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::Awake>?723711532(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Awake>?179647774(Terminal)
LethalLib.Modules.Unlockables.Terminal_Awake (On.Terminal+orig_Awake orig, Terminal self) (at <64fae9f52f324ab2a8065723b0759a64>:IL_06DF)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::Awake>?95146140(Terminal)
[23:11:19.1482463] [Info : Unity Log] Terminal disabled, disabling ESC key listener```
I can look to add some compatibility for this in the future, in the meantime I'd recommend using one or the other
fyi, I know @raw oak's StoreRotationConfig works with this mod if you want to replace AllDecorAlways
Oh, not sure if it can replace it, AllDecorAlways actually unlocks every item at the start.
oh my mistake, thanks for the clarification
Maybe could be done with both stockAll set to true and sales at a minimum of 100% (and a high number of items set to go on sale), but you'd still have to buy stuff manually.
Is that Automatic or you changed something on the terminal customization?
Cuz the "Enter" counts as a space
I had that issue before, if you changed the menΓΊ, delete the enter and only use the /n
π
so proud of yall learning C# string formatting π₯Ή
@jade veldt i'm not able to replicate the client-side issue you and @bold dove were experiencing. I think it may be a conflict with another mod in your profiles
I'll be updating the mod soon so maybe it fixes on it's own? if you experience it again on next version lmk
we've found another bug related to the store
it seems that when rejoining a save, items set into the store via LLL bugs out making that buying an item it gives you the wrong one
I think i've read that issue is something on LLL's side but I could be mistaken
my mod does not really touch store items, only adds them if you use purchasepacks or one of the upgrades I add to the store (which are added safely as the last thing in the list at the time)
[3.6.3]
- Moved Homebrew cam stuff to OpenLib.
- Various fixes within OpenLib for the homebrew cams.
- Additional Compatibility with suitsTerminal (requires OpenLib update)
- Updated to utilize latest version of OpenLib (0.2.3)
- Additional suitsTerminal built-in compatibility
- Added home page text customization to be refreshed with terminal color customizations
darmuhsTerminalStuff (3.6.3) - Terminal Mod
@simple sierra we figured out what broke the store items. Nothing related to your mod. Removing the culprit fixed it, now hopefully the dev can fix it.
yup. I informed that was items put on the store via LLL, in this case Fiufki's Scrap
Now to wait and see if Fiufki fixes it.
yup
i think something weird happened with the new update. Can't interact with the terminal properly
conflict with LethalEmotesAPI?
the text file doesnt seem to have that specific error in it. I'll check to see if I can reproduce the issue in a profile with emotesapi
i'm not able to replicate the error. Could you please send me a profile code for me to test with? It would help if I had your exact config settings
I'm also experiencing this issue. Not the same guy, but here's my pack code (I disabled your mod at the moment so you'll need to turn it back on)
019292de-e228-1ecf-e7f4-6284c9856090
cannot scroll in the terminal typing does bring it to the bottom but that doesn't let me see all the moons / offers availible in the store
019293c1-25db-23b7-5f6e-5d71d18f68bd
01929594-f844-2730-2111-d3fb2e09ea2f
im not 100% sure it's darmuhsTerminalStuff. But i will double check with the other mods i updated at the same time
fyi it's a huge modpack. Sorry bro
these were the other mods i updated at the same time. So could also be something with those or just a conflict
Yeah when I updated terminalstuff, openlib, and suitsterminal, the terminal was unusable. When rolling back those three mods the terminal worked again. I can post my code later if itβs helpful
I have too many emotes, if thatβs related
do you have lethal hands? think it's something to do with LethalEmotesAPI. But i aint a modder so just guessing based on the logs. Anyways here are some screenshots of the full errormessage. Thunderstore doesn't seem to want to give me the right logfile and just gives me yesterdays logs??
.
also emotesapi is not the cause, it says in the error it's line 258, which is just the original function
the error itself has nothing to do with emotes/emoting which is why I find it odd that I can only replicate this error with this particular profile. Gonna see if I can resolve the error on it's own as i'm not seeing anything else. I'm worried some other mod is deciding to call LLL's function that throws this error because it is not built to handle null exceptions
going through this list right now
okay, so its none of those. Need to take a look at terminalformatter now
Stack trace:
TerminalFormatter.TerminalPatches+<>c__DisplayClass3_0.<LoadNewTerminalFormatterNode>b__1 (System.String y) (at <0b833db2435b438a926d5797f0a659d3>:IL_0000)
System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) (at <dab7f68612224ba3ae40f651d44f9d4c>:IL_002C)
TerminalFormatter.TerminalPatches+<>c__DisplayClass3_0.<LoadNewTerminalFormatterNode>b__0 (TerminalFormatter.TerminalFormatterNode formatterNode) (at <0b833db2435b438a926d5797f0a659d3>:IL_0000)
System.Linq.Enumerable+WhereListIterator`1[TSource].ToList () (at <dab7f68612224ba3ae40f651d44f9d4c>:IL_0017)
System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <dab7f68612224ba3ae40f651d44f9d4c>:IL_001F)
TerminalFormatter.TerminalPatches.LoadNewTerminalFormatterNode (Terminal __instance, TerminalNode node) (at <0b833db2435b438a926d5797f0a659d3>:IL_003E)
(wrapper dynamic-method) Terminal.DMD<Terminal::LoadNewNode>(Terminal,TerminalNode)
TerminalStuff.EventSub.TerminalStart.StartCheck (Terminal thisterm, TerminalNode startNode) (at ./EventSub/TerminalStart.cs:175)
TerminalStuff.EventSub.TerminalStart+<TerminalDelayStartEnumerator>d__11.MoveNext () (at ./EventSub/TerminalStart.cs:119)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)```
I did see TerminalStuff broke first then TerminalFormatter error spammed after
Glad you traced it
I'm not 100% certain on it, and this is not related to the issue you experienced as far as i'm aware
yeah not terminalformatter..
Stack trace:
Terminal.RunTerminalEvents (TerminalNode node) (at <d2996142fa1d46369fdcffced906545b>:IL_0000)
(wrapper dynamic-method) Terminal.DMD<Terminal::LoadNewNode>(Terminal,TerminalNode)
TerminalStuff.EventSub.TerminalStart.StartCheck (Terminal thisterm, TerminalNode startNode) (at ./EventSub/TerminalStart.cs:175)
TerminalStuff.EventSub.TerminalStart+<TerminalDelayStartEnumerator>d__11.MoveNext () (at ./EventSub/TerminalStart.cs:119)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)```
I dont ever call RunTerminalEvents so back to trying to figure out what is...
okay after some further digging, it was an issue on my end all along that looks to have been present since 3.6.0 π
so thanks for finding this issue and reporting it, I'll have a fix soon to post soon
Thanks to you for finding this, I know that this is exhausting
taking a look at this now, as far as I know nothing in this mod should touching the scrolling behavior
wtf happened to my game LMAO
my computer is bad and needs that fps boost lol
hahaha thats fair, especially with all these moons wow!
so uh, scrolling works for me
and I didnt change anything other than turning my logging config options on
huh let me relaunch maybe i was bugging out or something
pov average time waiting for the game to launch with like 179 mods and a bad computer

yes
can you go to lethalconfig menu and enable these options?
then go to terminal, open store try to scroll, open moons try to scroll, etc.
alright doing that
awesome thanks
then once you close your game send the logs here and we can see if there's anything to point to
definitely didn't just do the whole thing forgetting i closed obs
but yeah still doesn't scroll
will close game and get log
gotcha, very weird
i guess last thing you could test is disabling my mod and seeing if scrolling works
but thats if you feel like waiting to launch the game again lmao
oh interesting
at OpenLib.Menus.MenuBuild.TerminalMenuItems (System.Collections.Generic.List`1[T] managedBools) [0x0001a] in ./Menus/MenuBuild.cs:56
at TerminalStuff.MenuBuild.CategoryList () [0x00012] in ./PluginCore/MenuBuild.cs:21
at TerminalStuff.EventSub.TerminalStart.TerminalStartGroup () [0x0003a] in ./EventSub/TerminalStart.cs:41
at TerminalStuff.EventSub.TerminalStart.OnTerminalStart () [0x00001] in ./EventSub/TerminalStart.cs:21
at (wrapper delegate-invoke) <Module>.invoke_void()
at OpenLib.Events.Events+CustomEvent.Invoke () [0x00001] in ./Events/Events.cs:94
at OpenLib.TerminalStartPatch.Postfix () [0x00001] in ./PatchThings/TerminalPatcher.cs:55
at (wrapper dynamic-method) Terminal.DMD<Terminal::Start>(Terminal)```
i mean i was having this same issue before and v3.6.0 of your mod worked fine but the ones after that seemed to break it
feel like testing a fix for the openlib error I posted?
sure
alright time to see if that fixes it in like 20 mins lol
but the next log you have at least wont have this error
oddly enough, I dont get any of the same errors you do
how weird
weird
its fine
i'll be posting it soon, glad I got someone to be able to test with it
since I cant replicate the issue myself
didn't really bother me THAT much anyway as we mostly use random to decide where to go and rarely buy things in the store lol
fair enough, I would keep an eye on your logs btw. Saw a few more errors from a handful of different mods just looking through both of our logs
It looks like you have a mod that handles unity error exceptions softly so that it doesnt completely brick your game. But I guess that can have unintended consequences like the scrolling issue here
i mean anything else in logs that i should be watching out for?
good rule of thumb is to just search for error
i've posted them a few times in the help channel and the bot there usually says its looking for errors or whatever but gives absolutely nothing lol
yeah I think because it's formatted like this the bot might not catch it
[Error :DBJ.UncaughtExceptionCatcher]
like this is one I noticed, and i'm hoping its not something of mine causing it for them
[23:42:45.4387442] [Error :stormytuna.RouteRandom] System.NullReferenceException
at (wrapper managed-to-native) UnityEngine.Object.GetName(UnityEngine.Object)
at UnityEngine.Object.get_name () [0x00001] in <e27997765c1848b09d8073e5d642717a>:IL_0001
at RouteRandom.Helpers.TerminalHelper+<>c__DisplayClass0_0.<GetKeyword>b__0 (TerminalKeyword kw) [0x00000] in <012cda09bba04afcabd3de76657ffa15>:IL_0000
at System.Linq.Enumerable.TryGetFirst[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate, System.Boolean& found) [0x0003f] in <dab7f68612224ba3ae40f651d44f9d4c>:IL_003F
at System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00000] in <dab7f68612224ba3ae40f651d44f9d4c>:IL_0000
at RouteRandom.Helpers.TerminalHelper.GetKeyword (Terminal terminal, System.String keywordName) [0x0000d] in <012cda09bba04afcabd3de76657ffa15>:IL_000D
at RouteRandom.Patches.TerminalPatch.AddNewTerminalWords (Terminal __instance) [0x00002] in <012cda09bba04afcabd3de76657ffa15>:IL_0002 ```
i mean i've got route random and it works for me atleast
yeah if it's working then I wouldnt worry about it
but sometimes it's like one thing can error out and cause another 30 to error out
which is probably what happened with that openlib bit
not sure if this even does anything to help given its 6 months old but it has been in the pack for a while just because of what it says it does lol
oops, wrong thread lol
kinda reminds me of this one https://thunderstore.io/c/lethal-company/p/LethalCompanyModding/UnityDebuggerAssistant/
seems helpful for debugging at least
[3.6.4]
- Fixed issue discovered with certain mod configurations that would brick the terminal.
- This was related to the recent changes in 3.6.0 that added a transpiler for BeginUsingTerminal
- Fixed various issues with cams implementations, including compatibility with suitsTerminal when both mods are using OpenBodyCams.
- Thank you @jade veldt for the help in troubleshooting this.
darmuhsTerminalStuff (3.6.4) - Terminal Mod
for a more in-depth look at what changed, see the diff here https://github.com/darmuh/TerminalStuff/commit/fbb5b05c3e2237fabd661b2244ce3d52fc51e8ee
@simple sierra Do i need to have a setting on for the terminal text to work now?
Nah, do you have logs?
Do the commands work? Like typing βhomeβ?
No
Tried it, it didn't work
Can you turn on the logging config items and load in to a new lobby
Skimming the logs I donβt see anything obvious pointing to an issue
First one, right?
Both please
Okie
OpenLib as well if you can
019298ff-5748-69ad-6b27-837f49918d54
looking
Okie
wha happened?
in 3.6.3 changelog i added this line:
- Added home page text customization to be refreshed with terminal color customizations
I mistakenly have this after the check for if customizations are enabled
which normally would only disable the colors
Guessing I need the terminal customization one?
yeah sorry about that
it will be fixed in the next update but I'd like to wait to hear if there are any other additional issues
specifically this setting
It's ok
I don't have any good terminal customization settings thooo
you can set them to default and it shouldnt change anything
Ah alr ty<3
Workes great from my side too! Sorry i couldn't help testing, totally different timezone/schedule lol
no worries lol, glad to hear everything is working!
if anyone is available to test, I made some changes to the switch command when providing a player name after it. (this had been requested a week or so ago). I went into a couple vanilla lobbies trying to test but people get sketched out by a random going straight to the terminal 
haha yeah thats the problem i ran into 
guess it's been longer than a few weeks. I posted a .dll above with the requested change if you want to give it a try. Need someone to test with other players
You should ping me when ever you need something tested. Or shoot me a DM. I can get Host and Client tests done easily. Except for now cause I'm at work lol.
Hello! i want to report a incompatiblilty with this mod. It seems like everytime i type confirm to buy a intern and enter it on the terminal. it instead does random commands from your mod. even if i disable that certain command from the config. it switches to a different one. I have no other mods and did a fresh profile to make sure https://thunderstore.io/c/lethal-company/p/Szumi57/LethalInternship/
Will ping you in the future lol
Iβll check this out, could you provide me a profile code where you experience the issue?
Have you released a fix yet for clients not being able to use the terminal? I'm still using an old version at the moment to avoid it.
I think what would help is having some logs (with all debug config options enabled) to go off of. Because I have no idea what is causing that
Also are you saying an older version doesnβt have that issue??
0192a1c9-0f82-a519-53fa-831c73e32302
Sorry I was going off Lunxaras report when I was in their lobby. Havent testing in mine with the new update.
hey, just popping in to say thanks a ton for getting this fixed so fast. As the resident terminal user of my group, this mod has been a godsend for me lol
@simple sierra I noticed this issue with OpenBodyCams & your terminal mod. Do you know why this happens? will I need to provide logs of this situation?
Can you explain whats going on here? And yes logs + profile code would help
sounds good. Basically, I typed the command "view body cam" and it displays both the radar map and the body cam. However, upon leaving and returning to the terminal, the body cam only shows up, but not the radar map
Here's the profile code. I'll get logs in a sec, as I currently have them disabled
0192a643-4379-f3ee-245e-c4bd024667c3
@simple sierra this warning popped up upon entering the console.
[Warning:darmuhsTerminalStuff] Failed to grab nextNode for server sync!
when disabling this mod, the radar map is working again; it's shown along with the body cam
if you want a workaround till I fix it, I'd recommend not using the view bodycam command from OpenBodyCams and try enabling commands like 'minimap', 'minicams', or 'overlay'
handling vanilla radar map is a little bit more complicated than my other commands that replace it
sounds good
FYI for all, i'm probably just going to ship this change since its been a few days with no testers
once I can take a look at the other bug reports
So, I typed the "cams" commands, and it provided a video feed that didn't match the resolution and frame rate of the cam config I use in OpenBodyCams. This is exclusive to the terminal and no the monitor which displays the cam. For now, I'm going to disable the mod and leave a warning about enabling it. Sure, the bug is small, but it can be annoying to deal with.
yeah cams will just be the bodycam. And it does not use your settings from openbodycams (it is an independent camera created using the same mod)
gotcha
How does TerminalConflictRedolution work?
When base game receives your input, conflict resolution iterates through every keyword in the terminal and scores each word based on matching start letters & levenshtein distance. It also always prioritizes moons (words with route as a compatible verb), then store items (words with buy as a compatible verb).
so, jibberish isn't stored?
This stuff seems complex. Do you mind giving an example?
yeah nothing is stored for conflict resolution
I'd say if you wanna see how it works turn all of the debug logging options on in the mod config and look at the log output after typing a word
not seeing the issue in my dev build. I dont think anything i've changed would have affected the internship mod though
I just typed 'intern' and it pulled up the internship menu
which told me to type 'buy 2' to order two of them
huh. thats odd. im unsure whats causing it whenever i type confirm
oddly enough, I never had to type confirm?
really? odd. let me bring it back up to show
oh? huh. thats so odd. i just booted up the game and use a fresh profile to test. its still doing it for me so idk what is going on my end to make it do the opposite
do you wanna try my dev build?
i could give a shot sure for testing
i dont think the changes would affect interns but might as well see if it fixes for you
perhaps so yeah
there you go
replace each of the ones you got from thunderstore with those and try it
alrighty. ill get back with you after i set it up
Okay so I replace them on the my test profile folder section and it's still doing it for me for some reason
sure. here you go
ok so super odd finding, typing 'confirm' I am able to reproduce the error
but if I type 'c' then it confirms the internship buy
in fact, just typing confirm at the terminal is taking me to that confirm node lmao
even without the internship mod
how tf has this gone unnoticed for so long LMAO
I always type "c" to confirm lol

it seems to affect any command that requires confirmation
probably need to change something in OpenLib
lmaoo now thats interesting, well at least we noticed it now XD
thanks for the report, now that I can reproduce the issue it should only be a matter of time before I can figure out how to fix it 
Okay so I think it was a recent change to how I started handling compatible nouns
I started using a common function that tries to re-use the same keyword if it exists, but for confirm/deny this should not be the case
think i fixed it, feel free to try this updated .dll out
alrighty. ill give it a go rn and let you know on it
it fixed it π
from my own testing it is fixed but always glad to have someone else confirm π
that would be a question for https://discord.com/channels/1168655651455639582/1177039162428366848 as I believe they insert that bit into the page
although, I do believe @jade veldt might have a workaround of some kind via config
looking at the code, looks like you can just include [ReservedItemSlots] somewhere to format it how you'd like https://github.com/cmooref17/ReservedItemSlotMods/blob/f0bd0e5302af1071ef2dbf49893dec3d56dcabd7/ReservedItemSlotMods/ReservedItemSlotCore/Patches/TerminalPatcher.cs#L61
or you need to rephrase this bit of the text Type "Help" for a list of commands. to something else
@jade veldt @bold dove good news! I think I figured out the source of the client side error that wont let you type in the terminal!
it seems to be the inuse setting for TerminalScreen. An issue with the coroutine updating after the user has already entered the terminal
so i'm trying to rewrite the screen setting to avoid using the coroutine and instead run on event updates that im adding to openlib
Thanks for taking the time figuring out this, I would never guessed :']
it definitely took some figuring out while running a couple instances of the game
im hopeful that there wont be a noticeable performance difference between the new handling for screens and the old coroutine (or if it is noticeable its a positive difference)
I'll defo tell you about that on the next update
from my own LAN testing I didnt notice much of a difference but I have no metric to really look at for it lol
in theory it should be better or no difference
how do i make moon prices show beside the moons in terminal? thanks!
I really should ask, with all the testing and work you've been doing on your Homebrew stuff would you recommend using that over OBC now?
im mostly just trying to get it close to on-par with Zaggy's stuff. I'd say to stick with OpenBodyCams if you're happy with it. Zaggy is a smart guy
I mean so are you though what's your point? 
@simple sierra released from prison. You had too many pings so automod got ya
oh my bad
I'll adjust changelog to remove the @'s
wanted to give peeps credit for the help
β οΈ I didn't even know this was possible
Bokay, did you need me to send you your own message or do you still have it?
I was just pasting the changelog
[3.6.5]
- Added config item [TerminalInputMaxChars] to adjust maximum character input for the majority of terminal nodes. Leave at -1 to make no changes.
- Updated handling for switch command matching to a player name per request from [ThePhxRises] on the modding discord
- Now uses a similar method to the conflict resolution feature.
- I was unable to test this as much as I'd like so let me know if there's any issues.
- Completely reworked Always-On Display handling for the different TerminalScreen settings.
- Should have fixed issue reported by [a glitched npc] and [moroxide] which was causing clients not to be able to type in the terminal sometimes.
- Now utilizes new events in OpenLib that are called from changes detected in different Update patches.
- Performance difference should be negligible or only positive in theory, but please report if you experience any issues.
- Fixed issue reported by [thunderschoker1] on the modding discord where the map radar would disappear on reloading "view bodycam" from OpenBodyCams in specific configurations.
- Fixed issue in OpenLib with confirmation keywords reported by [Stormyy] on the modding discord.
- Fixed issue reported by [Mina] on the modding discord with Home text not being customizable without enabling TerminalCustomization setting (this is only intended to disable colors)
removed the @'s
thanks all for the reports/help
My group also had this bug but they were always weird about how they mentioned it, I didn't personally see the bug til testing the Diversity event pack basically you couldn't type unless you hit enter first
hopefully nothing else breaks 
They just kept saying they tried to put in a code or something like that and it took them to a different page
yeah I had to stare at my logs for a long while before I realized what the cause was
client side issues go brrr
Yaaaaaay
Thank you darmuuuuh
@simple sierra two issues I noticed (couldn't reproduce the first issue): while "view body" is active, typing another command like moons will turn off the radar cam but not the body cam, and while in orbit, the body cam doesn't get disabled.
I'll show a video in a few minutes
I managed to find a new issue, I'm currently compressing the files, so give me a second
I figured that was intended by @cunning moss since itβs a Picture in Picture feed
oh! perhaps I should let him know, then
Does it disable normally without my mod?
Lemme check
This will take a minute
the bug is with OpenBodyCams
I'll show the video once it finishes compressing
@simple sierra
these were the issues I had found
The one where going back into orbit is at the fault of the OpenBodyCams mod.
Is any of this different from using open body cam without terminalstuff?
I generally donβt touch the view bodycam command at all since itβs made by openbodycams
When using just OpenBodyCams, you won' have the issue of only the radar map turning off while a command is inputted

