#darmuhsTerminalStuff (3.7.7) - Terminal Mod
1 messages · Page 7 of 1
Okay so that’s something I can look into
I think the issue is when putting in commands, you have the mod turn off the radar map but not body cam?
Yes if the vanilla radar map is enabled I disable it for the same commands I would disable my own things
Perhaps do that for the body cam as well
Here’s the result with your mod also enabled
I am not able to look currently but I’m hopeful I can double check if openbodycams is active and NOT hide the radar map if it is
That’s good
If you want both to hide id just recommend using my minicams command and disabling view bodycam from openbodycams
It’s essentially the same type of command but the bodycam is in the top right
I'll try it out
Here's another issue I encountered
I upgraded vitals, but it now carries over to other profiles, plus I get stuck near the end of the video
@simple sierra
To better clairfy, I got the upgrade on one profile, but the upgrade transfers to all other profiles I load up
wait I saw a ping in here, where it at
oh here nvm
it isn't intended for the bodycam to stay visible if the map disappears, no
I'll have to take a look at that issue
are you trying to implement perspective change in OpenLib? or are you and @tough adder referring to something else?
I should correct myself on something: the radar map disappears regardless of what config TerminalScreen is set to
i moved my own cams implementation to openlib an update or two ago and have been working on improving it to be comparable to openbodycams (For folks who dont have your mod installed)
its probably an issue on my end. I have some logic that force hides the vanilla radar map in terminalstuff
do you mean profile as in a game save? Or profile as in changing mod profiles? It is intended that the upgrade stays unlocked after a purchase in one save. If it does not then I need to improve on that
I believe @wraith minnow tested without the mod installed, so I probably forgot to hook when the vanilla map gets disabled
game save
okay yeah that is intended so long as the upgrade is actually enabled in the config
so, if I create a new save, then I'm supposed to have the upgrade there too?
that's the issue I'm having
no that is an issue
including camera callbacks to make cosmetics, etc visible? there's a lot of stuff you gotta modify for that unfortunately
yeah i'm not doing all that 
oh I see
thats why i still recommend OpenBodyCams hahaha
Most of my improvements have been on the culling mask and getting things to show properly between different mods that modify the player body layer
there's still some stuff I have to revisit as well, I have been so busy I haven't added support for the ReservedItemSlot item attachments
and yeah it prob doesnt help that i'm force disabling it at times. If there's a property on OBC-side I can check to stop the disabling function I can add something like that

i had no idea that was added lmao
it would help if you could describe what is intended with the view bodycam command. If it should never disable or disable for certain commands, etc.
I think it's been a thing for a long time, I just kinda used those mods off and on depending on whether it was stable and what my friends felt like using lmao
you mean you need a way to disable it completely? or what's the purpose of disabling it?
Mostly the reason I disable vanilla map is to keep things consistent with when I disable any of my other cams commands
but also I allow for my mirror command to still work alongside vanilla and if the mirror command is called then the vanilla map needs to be disabled
the rest of my commands I added the warning if your command is enabled or the warning to let people know the vanilla map is disabled due to the certain commands being enabled
when it comes to your stuff, I dont want to force stop anything so if you have expected logic when it should be enabled that's fine. I just want to emulate it
is there anything you need on my side? I'm not sure I'm totally understanding what you meant by #1180739684654121091 message
let me find the code to show you
would be better than me trying to explain it I think
so this determines whether or not to enable the terminal image that the vanilla radar and my cams elements uses to render onto https://github.com/darmuh/TerminalStuff/blob/e305d535d2f6b3a6fd523bafb0b298d60e3720bb/DarmuhsTerminalCommands/PatchThings/MyTerminalPatcher.cs#L131
Line 77 where it says !Plugin.instance.splitViewCreated means that my other cams commands have not created the smaller image that I use for minicams/minimap and overlay when it's resized
so that is what determines whether the image should be enabled or disabled for vanilla map, since vanilla uses (bool)Plugin.instance.Terminal.displayingPersistentImage
hopefully that explains things better or gives you a better idea of what im yappin about
right, so all this is to prevent the map from displaying when you have other things that take priority over it?
did you need a way to check if my body cam PiP is enabled or something?
that would probably be best
Can you reproduce with logging config options all enabled and post the logs?
Lol no problem, still confused what exactly is causing the issue for you. Hard to track down the inconsistent ones
my client keeps freezing on the terminal, this time when typing view monitor. but there were no errors in log>
You might want to turn on the debug log settings for this mod
Those will give you useful logs for troubleshooting
Ok I turned it o
Is it ok if I add view monitor as a command for opening the map?
yes that is fine, you can use that as a custom keyword
Ok let me try that too
I think what broke it was general improvements fast cam switch. Also changing it to client only helped. Didn’t get a chance to do testing with extensive logging as the time to play with the group was already scheduled lol
would be the first im hearing of that compatibility issue. That said you can accomplish the same thing with this mod via shortcuts if you wanted
Could it be with more company? I just realized that issue didn’t happen before and we had 6 people today. Could it be like desyncing on who the target is?
Ok I’ll get some logs tomorrow
feel free to give me a shout if any bugs are discovered with v65
got this bug with the terminal. Also got this on v64 so it's not caused by v65. When loading a save sometimes the terminal starts with a blank screen and doesn't activate properly when interacted with. This can happen with saves created as recently as the same hour. I created this save, closed the game, and when i reopened it and loaded that save, it bugged the terminal. creating a fresh save fixes it, so idk what causes it
can you see if you can reproduce the issue with WeatherRegistry disabled? Looks like it threw an error at Terminal.Start which could cause issues for anything else patched into terminal start
Parameter name: key
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <787acc3c9a4c471ba7d971300105af24>:IL_0008)
System.Collections.Generic.Dictionary`2[TKey,TValue].set_Item (TKey key, TValue value) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
WeatherRegistry.Definitions.CurrentWeathers.SetWeathersFromStringDictionary (System.String serializedWeathers) (at ./Definitions/CurrentWeathers.cs:153)
WeatherRegistry.Patches.SetPlanetsWeatherPatch.GameMethodPatch (System.Int32 connectedPlayersOnServer, StartOfRound __instance) (at ./Patches/SetPlanetsWeather.cs:49)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::SetPlanetsWeather>(StartOfRound,int)
WeatherRegistry.Patches.TerminalStartPatch.Postfix (Terminal __instance) (at ./Startup.cs:322)
(wrapper dynamic-method) Terminal.DMD<Terminal::Start>(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Start>?2140091534(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>?1801601100(Terminal)
ok
can't get it to replicate once weatherregistry is disabled
so yeah might wanna let mrov know about that error
it's probably caused by the newest update which added the feature to remember what weather was there when the save was last played
maybe, I've not touched much of the weather stuff so I wouldnt know
seems to me one of his key values in his list is returning null
considering it only happens on saves that were already in progress, that's the closest point of reference i have
It happened to me when I removed a modded moon. I think because it now saves where the weathers are, when I loaded without the moons it didn’t know what to do. When I re installed it worked
Yeah I think so to
oh yeah that'll do it. It's prob an easy fix on his end to remove any null items before adding them to his dictionary (list)
I had to do something similar for LethalConstellations when generating config items for each moon
smol update
[3.6.6]
- Added Soft-Compatibility for CruiserTerminal.
- Commands that quit the terminal now properly quit from the CruiserTerminal
- Added config items to permit/deny certain keywords from the CruiserTerminal. Use the CruiserKeywordList as either a permit or deny list.
darmuhsTerminalStuff (3.6.6) - Terminal Mod
Hello, If you type "gamble" without any arguments or any incorrect argument it will print the exception and all commands wont work until you type clear and get another error
oh thats not good, have any logs I can look through?
oh
sec
[20:24:28.4773645] [Error : OpenLib] node detected as NULL
This is an attempt to execute any command
Checked it out in-game and I know of the issue. Have a fix in another mod I'll bring to this one. I think this is the only command that takes input that requires confirmation after a valid input has been detected so just need it for this one command 😅
sorry for missing it 🙂
btw when I use tp [name], does it do "silent autocomplete"?
If I write only the first letters of the nickname
in a recent update the name matching for tp was improved to try to match directly to another player's name
Good!
It wasnt tested as much as I'd like, so if you notice any issues please let me know
here's the update where it was changed
oh wait, I dont think tp uses the name matching right now, only switch
i can change that 🙂
[3.6.7]
- Fixed issue with gamble command where input failures would cause the terminal to get stuck waiting for a confirm/deny
- Thanks @radiant lodge for the report on discord
- Fixed/Updated tp name matching to properly take input for a player name and tp the best matching name
- Added handling for when no names match the input provided to the better name matching used by switch & tp
darmuhsTerminalStuff (3.6.7) - Terminal Mod
I don't think the compatibility with CruiserTerminal works quite right. I was able to use the control commands from the cruiser even though they were set to Deny by default
I'll try to get logs for it
LOL I'll have to figure out a fix for that. Looks like the command still runs AND it shows the blocked page
thanks for finding that
the terminal didn't like the command input from the cruiser so much that it decided to teleport the player to the ship so that he could enter it there
having this issue again reboot in ghost codes also seemed to not do anything basically same pack just updated but 0192e759-06e0-3077-b230-44d812c8107a
see if the issue persists after disabling weather registry please
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <787acc3c9a4c471ba7d971300105af24>:IL_001E
at WeatherRegistry.WeatherSync.ApplyReceivedWeathers (System.String weathers) [0x0006a] in ./WeatherSync.cs:99
at WeatherRegistry.WeatherSync.WeathersReceived (Unity.Collections.FixedString4096Bytes oldWeathers, Unity.Collections.FixedString4096Bytes weathers) [0x00022] in ./WeatherSync.cs:76
at Unity.Netcode.NetworkVariable`1[T].Set (T value) [0x0001f] in <895801699cfc4b4ab52267f31e2a4998>:IL_001F
at Unity.Netcode.NetworkVariable`1[T].set_Value (T value) [0x00045] in <895801699cfc4b4ab52267f31e2a4998>:IL_0045
at WeatherRegistry.WeatherSync.set_Weather (System.String value) [0x00000] in ./WeatherSync.cs:49
at WeatherRegistry.WeatherSync.SetNewOnHost (System.String weathers) [0x0006e] in ./WeatherSync.cs:62
at WeatherRegistry.Definitions.CurrentWeathers.CallSync () [0x0000d] in ./Definitions/CurrentWeathers.cs:81
at WeatherRegistry.Definitions.CurrentWeathers.SetWeathers (System.Collections.Generic.Dictionary`2[TKey,TValue] weathers) [0x00043] in ./Definitions/CurrentWeathers.cs:129
at WeatherRegistry.Definitions.CurrentWeathers.SetWeathersFromStringDictionary (System.String serializedWeathers) [0x000a5] in ./Definitions/CurrentWeathers.cs:163
at WeatherRegistry.Patches.SetPlanetsWeatherPatch.GameMethodPatch (System.Int32 connectedPlayersOnServer, StartOfRound __instance) [0x000f2] in ./Patches/SetPlanetsWeather.cs:49
at (wrapper dynamic-method) StartOfRound.DMD<StartOfRound::SetPlanetsWeather>(StartOfRound,int)
at WeatherRegistry.Patches.TerminalStartPatch.Postfix (Terminal __instance) [0x007e3] in ./Startup.cs:322
at (wrapper dynamic-method) Terminal.DMD<Terminal::Start>(Terminal)```

hi lol
I think those can usually be ignored it's just like failed soft compatibility
weird that it says that after ghostcodes because I dont have any soft compat for that mod LMAO
yeah I saw that too lmao
I'd bet the mod is probably no longer necessary or no longer does what it intended
yeah... 
that's why I'm asking if disabling weather registry in the profile causes the issues to go away or not
cant really check rn i'm at work 👀
but prob doesnt resolve the root issue yeah 
but i can bet that Registry is not the sole cause of this happening
and so i dig deeper 🫡
if you're looking into it you can prob go toggle some of my debug log config items on to make sure it isn't any of my stuff
I'm pretty doubtful it would be tho 
isn't pathfindinglagfix better for dealing with centipede lag
exactly
alright disabling registry and removing the centipede lag launching it now see y'all in like 20 mins lol
alright, I see the fucking error
and I was SURE it was resolved already
aaaaargh
this throws
yippee time to restart computer and try again to launch company lol
I have never seen this before lmao. Maybe you should verify files in steam for lethal company if you're still having issues
I have this sometimes when trying to launch restarting my computer usually fixes it tho
wild, what kinda specs does your computer have?
he just ran out of RAM
that would explain why restarting would fix it, he's clearing RAM usage that way 
im guessing you've figured out a solution for this now?
no
i mean
i thought i solved it by doing this: https://github.com/AndreyMrovol/LethalWeatherRegistry/blob/5f48dc02115a44c5a7d6bd89571e6dbff9de11cc/WeatherRegistry/Definitions/CurrentWeathers.cs#L154-L158
but it seems like the issue is elsewhere
will find, will fix
gotcha, no worries
do you have nullable in your project?
You could set ES3.Load<string>(SaveKey, GameNetworkManager.Instance.currentSaveFileName to a nullable string and then check if it has a value
something like
string? saveString = ES3.Load<string>(SaveKey, GameNetworkManager.Instance.currentSaveFileName;
if(saveString.HasValue)
WeatherManager.currentWeathers.SetWeathersFromStringDictionary(saveString);```
actually ignore everything i've said I looked at the error again lol
the error comes from the fact that moon list changed between sessions
OH I THINK I SEE IT
i've accounted for the moons being removed, but not added!
fuck
yeah I was jumping between your repos trying to figure it out lol
will check
I was wondering how a valid planet name would not be a valid key in your dictionary
btw I have a fix for this ready but it requires updating OpenLib that will break current/older versions of terminal stuff, so will probably push something later tonight when no one is playing
I needed to update an OpenLib event to make it more useful 🙂
sorry got distracted by the shitty fortnite event anyway specs and ima see if that fixed the terminal
yeah 8GB of ram is probably struggling if you load up with a lot of mods (especially moons). If I recall correctly, every custom moon you add has to be loaded into ram at launch. Batby looked to have found a way to hotload them (only load the moon into ram when you're actively playing on it) but that has yet to be released officially as part of LLL
take what I say with a grain of salt tho, only repeating information I've read elsewhere
how many moons do you have 👀
uh good question
also yeah it looks like mrov figured out the issue and is working on trying to resolve it
the loading moons messages
all that with 8GBs of ram 😮
hahaha ikea? Loading from data: for IKEA: iterations at 0,
dang no pictures
lmao nice
the fallen A is a nice touch for sure
haha I appreciate the screenshots but I'm good now
anyway if y'all want the logs of going to ikea getting put on the roof and dying have fun with that lol
any issues besides that? lol
nah even got a ghost code while i was up there of the ghost saying shit lol
i figured that's what "shitshit" meant here 
clearly something bad happened according to the ghost lol
i let one of my friends who doesn't even have lethal add fucking anything they want to those messages a while back lol
you may not have lethal but you get to influence the ghost
haha nice
if i do have 106 moons im surprised by that tho honestly didn't think i have that many
my guess would have probably been like 50 lol
Yeah it is a lot lmao, think most I’ve played with is 15 or so at a time
15 on top of vanilla
minimap does not show up when other people are using the terminal
just minimap?
well i think its just the usual view monitor thing or whatever
we dont use any of the other cameras this mod adds
oh vanilla view monitor does not have support for networked nodes
i see
I've only recently started supporting the vanilla view monitor command alongside the mirror command which was a pretty big headache
I've always seen networking that bit as also a bit of a headache too
i can see the ship monitor from all the way over here
what mode is your screensettings set to?
ummm not sure which one that is but maybe its in here
okay glad to see it's set to alwayson
it's the TerminalScreen config item
if you want it to turn off when you leave the ship change it to "inship" (pretty sure that's the name of it)
alwayson will just never turn it off
gonna push this update to tomorrow night, have some stuff I added that still needs some testing
will it turn on when i walk back in?
and this setting still applies?
yes that is a separate setting that affects all 3
alright cool
that said, I haven't tested screenonwhile dead with the inuse or inship settings
like if you die outside the ship it might not turn on again
would be interested in testing that at some point lol
huh, why not just check if the spectated player is in the ship?
probably could in the future, just hadn't thought about it when getting rid of the coroutine
looks like I did partially think about it before though, https://github.com/darmuh/TerminalStuff/blob/43b81ed4893a1d0bf09e7f776cb9734ff3fd8979/DarmuhsTerminalCommands/VisualCore/AlwaysOnStuff.cs#L13
so screen wont be turned on if it was already off, but it at least turns the screen off if it should be off when the player dies
think i'll probably need to make an event for switching between spectated player to check if the spectated player is in the ship to keep with the consistent logic
gonna have to test this out some time tomorrow when I find the time
3 events in PlayerControllerB update 
fun
oh man
making those into events is one way to do it I guess lol
I just poll it directly in my update method for OpenBodyCams
yeah my thought is if I make it an event in openlib I may find use for it later at some point (and not require patching update again in another mod lol)
I suppose that can be helpful if whatever you need to react to that isn't in a behavior
it's mostly just future proofing but ye
it worked yippeeee
looks like a resounding no
yep, figured it out after a little testing myself
should be fixed in next update!
speaking of,
[3.6.8]
- Fixed issue with vitals and bioscan upgrades persisting to different game saves. They are now added to a key in the game save.
- Fixed issue with credits not being reduced for upgrades (bioscan/vitals) purchased.
- Added handling for screen logic when spectating for the different possible modes.
- Improved flashlight color handling. You no longer need to be holding a flashlight to run the command and it will now save your preference.
- Already modified flashlights will not be changed and your helmet light color will update to any flashlight you are holding.
- Rainbow flashlight coroutine will stop and start depending on if you have an active flashlight.
- Setting flashlight color preference to "default" or "normal" will return the color to it's default.
darmuhsTerminalStuff (3.6.8) - Terminal Mod
When using heal command, it triggers the detection system of https://discord.com/channels/1168655651455639582/1216655331497873488 (healing via negative damage).
yeah that makes sense
I like how both of our answers are similar 😆

it's not really reasonable to say people should use custom RPCs for things that can be achieved through existing RPCs imo
using existing functionality means that mods can more easily hook into relevant portions of code rather than having to poll things every frame
for example, in the healing station in Black Mesa, I specifically decided to call PlayerControllerB.DamageOnOtherClients() to make sure that any mods trying to track player health can be aware of the change to the health value
(originally I was also going to use negative damage, but for a reason I don't recall rn, it didn't quite work how I wanted it to)
yeah definitely. I think the anticheat mod is great for vanilla lobbies but the second you start playing with a lot of mods of course you'll run into the issue of it thinking another mod is trying to give the player cheats lmao
especially if it's a mod that's required by all players there isnt really a point to playing with it
there's just way too much to account for with gameplay mods involved
tbh my heal command is so old I think I just did the same thing another mod did and since it worked I havent touched it lmao
if it was built into the game, we could account for it, but for every mod to have to soft compat with either an anti cheat mod or any mods that need to be aware of changing state is just not reasonable
you shouldn't need to lol
I guess it'd be neat if I made it fancier with a lerp or something
but yeah no real need to
but that would essentially be purely cosmetic wouldn't it?
yepp
you could just lerp on the client then probably
assuming the player doesn't get hit while healing I guess...
yeah that would be awkward 
it's not something i'm really pursuing, just a thought that I'm sure there's room for improvement
but there's also other mods completely dedicated to healing the player in the ship so not worth the effort 
yeah probably not
I think the GI implementation seems to fit fairly well in vanilla from what I've seen
yeah GI's is really well done
hey, I just wanted to check in on the slight strangeness of how the custom purchase packs display in the terminal - is there any kind of conflict occurring to cause it? the only other terminal thing I'm really using is terminal formatter, so is it just going a bit weird because of it?
first pic shows the two default packs you've added under decorations, and then the second and third pics shows it under upgrades, but with a slightly odd name
yeah if I remember right @vernal shard has something in terminal formatter that determines whether a shop item is an upgrade or a decoration. I'm not sure why it's inconsistent but the purchase packs probably confuse it. I was hoping one day there'd be something outward facing I could touch to tell terminal formatter my item is an upgrade, decoration, etc.
if I recall correctly, without terminal formatter they'd all show up as decorations
or wait, were you showing that they are shown twice?
that is interesting for sure
yeah it's showing up twice, haha - is there anything I can do to push the essentials/pack somewhere else, or is it just destined to be there until the foreseeable future
uh yeah for the forseaable future it will be in both so long as you have terminal formatter installed
it's something I (and maybe mrov idk) need to look into at some point
no problem, cheers \o/
oh dear
:D... I hate to be the bearer of bad news, haha, but I've also noticed that it spawns twice for lethal things' "small rug" - it is seen as both an upgrade (first pic) and as a decoration lmao (second pic). just letting you and @simple sierra know about this in addition to the previous bug I encountered \o
Could you add a config that keeps the "view monitor" thing up?
You have it so certain commands turn off the the "view monitor" thing, but it's a bit disorienting; I like inputting the command myself, mainly because of the ability to look through my command history
you're looking for this setting in the Extras Configuration section
Never noticed it. Thank you!
no worries! You are not the only one who has requested this feature lol
Lol
found the original issue for it from December 2023
https://github.com/darmuh/TerminalStuff/issues/14
I guess I'll keep an eye out. Since it's happening to stuff I don't add I'm guessing it shouldnt be anything I'm doing wrong on my end?
noo, don't worry - it's not on your end
the way my stuff works is: it tries to get if the unlockable is a decoration/upgrade based on how it's terminal nodes are set up
which makes it interesting that some items duplicate
so is it accurate to say that it's morvin' time
what's your modpack code? 😅
oh hell yeah it is morvin' time
01931ab4-79fe-0ee2-9954-43540fa62e91
i've got no idea why it even shows up lol
I have a question...
How can I make it return to the Help start page by default? Except minicams, map @simple sierra
Some players get confused and don't understand what to do next xD
@simple sierra I'm seeing an issue in @broken coyote's profile where with the terminal set to visible only inside the ship, the terminal body cam is still rendering while outside the ship, any idea why that is? I forget if you are the one instantiating that even when TwoRadarMaps is present, but it looks like it's not got the OpenBodyCams.TerminalBodyCamVisibilityTracker component that I use to switch it off and on based on whether the terminal is on, unsure if you intended to use your own method of toggling it
profile code: 01931b69-6f67-b645-ce6c-8083a186f0ae
it could be an issue with how im toggling the camera through openbodycams
I would think so, yeah
you should have full control over whether it's enabled, if you didn't pass it a mesh
(I'm assuming it's a body cam you instantiated through the API?)
I'd have to double check the config from the profile
but this is the toggle method being used for any openbodycams camera used by suitsTerminal and terminalstuff https://github.com/darmuh/OpenLib/blob/937ecf45c855fa22074d5c1d81fe9a95c397e8ee/OpenLib/Compat/OpenBodyCamFuncs.cs#L175
and this is used in that function https://github.com/darmuh/OpenLib/blob/937ecf45c855fa22074d5c1d81fe9a95c397e8ee/OpenLib/Common/CamStuff.cs#L30
so probably I just need to disable the camera as well, with the game object
I don't see any references to this method that are reacting to the terminal becoming disabled and/or invisible
oh wait I kinda glazed over this I guess, but yeah, I would just say that you should hook ForceEnableCamera directly up to wherever you show/hide the body cam image
you shouldn't need to set an initial value for ForceEnableCamera, it will be false by default, which seems like what you would want until the player shows it with a command
fair enough, i'll probably have to go over this with a finer comb. Can't really work on it today
yeah, no problem
How do i make the terminal go back to the home page after i stop using it?
Got a thing where typing a turret or door code while viewing monitor makes the monitor view close
Also have openbodycams which might be relevant
basically I do view monitor then l0 or whatever other turret code and the monitor closes
then oddly enough if i do another door code it opens again
it definitely shouldn't
at least not in the OpenBodyCams code, maybe some of the terminalStuff compat code affects that
setting this to "home" should work for you
that is interesting. I'll have to take a look into the vanilla compat I have set up. In the meantime I recommend just using the map command and setting one of it's keywords to "view monitor"
it is already like that
try it with a lowercase "h"
ah okay
it shouldnt be case sensitive but I think it is at the moment
another small thing to fix
well it didn't work
what happens when you type home into the terminal
because it literally just loads the terminal node associated with the keyword
it works normally
send a profile code and i'll look into it at some point
it is weird there is no error or anything
okay
0193276d-67ee-a01c-9538-f7027b6d0ff0
hope you get well soon btw
appreciate it 🙏
just took a peek at your code, looks like the config item works only while changing it mid-game. So probably an issue with how i'm initially calling it during lobby load
ok yeah I see the issue
i'll have it fixed in the next update but basically it's due to an early return when CreateMoreMenus is set to false
thanks for looking into it
nice 
btw, this is also relevant to the above. If you have the more menus being created then you just need to set TerminalStartPage to help
@simple sierra I couldn't find the post for ghost codes, but rebooting doesn't undo the "view monitor" or "view body" command. Also, there was a glitch I encountered where I couldn't leave the terminal during rebooting.
Thank you
also i'll look into it when I find the chance 👍
Sounds good!
how do i set keybinds for terminal commands?
i cant see a list i can edit in the config and bind/unbind isn't a terminal command either
ok i found the config to turn the keybind feature on
but i cant set any keybinds ingame
im trying to bind previous to left arrow and switch to right arrow on my arrow keys
When writing the fun command from the terminal
Only sends to this one planet(((
More precisely
It doesn’t let you see what’s in the list of these commands and immediately directs you to select moons by tag
I'd recommend reading thru this, it will help you understand the shortcuts feature a bit better https://thunderstore.io/c/lethal-company/p/darmuh/darmuhsTerminalStuff/wiki/1741-terminal-shorcuts-fyi/
yes unfortunately any moon tag will create a keyword through LLL. I do not replace any already existing keywords in my command creation process so the tag command will not be replaced. I think if you're playing with this moon for now you should probably just set CreateMoreMenus (in Quality of Life section) to false. This will get rid of the more command and all of it's sub menus (fun/extras/etc.)
I may try using some FauxKeywords in the future for this menu system to avoid this issue
any special syntax? i tried "bind RightArrow Switch" as well as "bind <RightArrow> <Switch>"
the former gave this error
the latter gave this error
keep in mind i did make sure to write both the command and key correctly
try bind rightarrow switch
also make sure this is enabled if you are doing this in-game
in the Comfort Commands (On/Off) section
yeah that was on
if you dont want to bind them in-game, this should also work (from another person's profile)
LeftArrow=previous;RightArrow=switch
i'll try that
didn't realise it had to be all lower case
I'm not 100% sure if it's case sensitive, just something worth trying
I'd have to dive into the shortcut creation code to be sure 🙂
ok 1st solution didn't do anything
also, is this enabled in Quality of Life?
is it supposed to say that it was typed incorrectly even if it works?
yes
can you post a screenshot
this is what happened when i typed that (wrong reply)
oh no that would go in your config
i meant this
what happens if you type bind by itself
no action supplied with the word
now type bind rightarrow
same error
then the bind command was not created
yeah that means the keyword doesnt exist
.
both are enabled
go to main menu and start a lobby again
if you enabled them while already in the lobby it wont work
i'll restart the game too just incase
and im starting on a save file i've never used
can you share a profile code
im'a rename it first gimme a sec, the name is kind of innapropriate
01934bd1-7fc3-e471-18b7-60e3222c7389
i'll try this solution in a bit
playing a different game simultaneously with friends
that solution worked
and surprisingly it doesn't conflict with the controls in suits terminal
yes I have built in compatibility between the two mods 🙂
idk why binding ingame doesn't work, but i find changing it in the config more convienent imo
you might want to look into that when you have time
yeah I'll look into it, might be an oopsy somewhere
reporting another possible bug, this time for both suitsterminal and terminalstuff:
when tapping a key that is binded to a command very quickly, the command sometimes does not register, although the key itself is registered as the terminal plays a typing sound.
it still works fine so long as you hold down the key for about half a second or so
tested with all suits terminal buttons as well as switch and previous set to right arrow and left arrow respectively
yeah if you're quick enough you can time it so the key press doesnt get registered by my coroutine
coroutine? whats that? :clueless:
I noticed I couldn't use the fun command. And not only that, collecting a log from sector 0 mod moon, make me not able to use the terminal at all
If you’re playing with bozoros(pretty sure this is the moon) the moon’s tag (fun) will take precedence over my keyword for the moons page filtering stuff that LLL adds
It was kinda buried in other discussion but yes I’m aware of the issue
Also looks like in the report I was replying to it was Hydro that had the tag fun?
Is there anything I can do about this?
If you want the more menus then currently there is nothing you can do. If you dont care whether the command information goes in the more menus or just all gets listed in the 'Other' command, then you can set CreateMoreMenus to false
This error comes from the client trying to ask the host what the current terminal page is and it's throwing a NRE on (int)StartOfRound.Instance.localPlayerController.playerClientId I'm guessing this was just a case of trying to call something a bit too early. I wouldnt notice it in lan testing as there's no latency but I can imagine with just enough latency some stuff not being initialized properly yet at the time of the call. It doesn't need to be called instantly so i'm adding a 1 second delay on this client function.
trying to get around to this now
and this #1199570032196333648 message
is there a way to disable terminal starting with home screen scrolled down?
nah, this mod doesnt touch terminal scroll at the moment
i see
next update will be 3.7.0, have a load of changes staged at this point
more changes
autocomplete and terminal history compatibility for LateGameUpgrades (and other mods with interactive terminal api registered commands) coming soon ™️
[3.7.0]
- Reworked TwoRadarMaps compatibility and removed lots of redundant code
- In order to use switch/previous with this mod and have it synced with other players, you will need to enable networking in this mod.
- I've not found a way to get TwoRadarMaps' terminal radar to sync with other players on it's own (and to be honest I dont think it was every intended to)
- Cached the mapscreen radar, whether it's tworadarmaps' terminal radar or the vanilla one to remove redundant code/logic
- Added MeetsCameraEnabledConditions patch per request from Zaggy to enable the terminal radar when it is in use.
- Once Zaggy's mods are updated along-side this, it's supposed to help with performance.
- Updated updateMapTarget patch to invoke a subscribe-able event
- Added/Fixed networked nodes for vanilla
view monitorcommand- it should now sync between players when enabled/disabled.
- this feature is very new and intertwined with a lot of conditional logic so if you experience issues please provide a detailed bug report with steps to reproduce
- Fixed issue with vanilla
view monitorcommand where it would hide after door code commands- Thanks pkpenguin, glacialstage, and Lunxara for the reports.
- This was due to the terminal node for door code commands being null, causing the current node to be reloaded (which would hide the map)
- Fix is in Openlib specifically as part of the ParsePlayerSentence patch, to not invoke the event for null terminalnodes
- Fixed issue where TerminalStartPage config item was ignored due to an early return in codebase.
- Thanks kaplumbava for the report!
- Fixed issue with bind/unbind commands not being added regardless of config setup due to an unnecessary early return in codebase.
- Thanks 6rag0n for the report!
- Reworked key detection for shortcuts, autocomplete, history, and walkie terminal use while at the terminal
- Now uses the update patch from OpenLib as opposed to a coroutine constantly running in the background while in the terminal.
- Openlib has a new keydetection event that is subscribed to in this mod
- May see some performance benefits, however, this has not been profiled in any way.
- Holding a key down will not cause the function to repeat now. Key presses will also feel much more responsive than before.
- Now uses the update patch from OpenLib as opposed to a coroutine constantly running in the background while in the terminal.
- Removed TerminalClock coroutine in favor of event-based system.
- TerminalClock will now update at the same rate as the hud clock
- Should be a performance gain now that this feature is not a continuous coroutine.
- Clock is hidden at the start of a new day (after ship returns to orbit)
- While in orbit if you try to run the associated clock command, it will let you know the clock cannot determine time zones from orbit
- If for whatever reason the clock was not created, the command will let you know the component couldnt be found.
- Tested with CruiserTerminal, unsure if this feature had worked via the prior implementation with cruiserterminal...
- Fixed issue where upgrades (like furniture) were being added to the item count that would be sent to the dropship.
- Thanks Lunxara for the report!
- Delayed client networked methods to get things like the current node on join to deal with rare error (likely latency related)
- Thanks Lunxara for the report!
- Added handling for rare error occuring with flashlight color change logic where the player's client id was out of range
- if your flashlight doesnt change color sometimes this is likely the reason why
- Updated client sync methods to grab the current radar target and zoom from the host after joining.
- Updated screen disable/enable logic to include enabling/disabling other components of the screen that may be added by this mod (clock/bodycams/custom map radar/etc.)
- Updated some portions of the networked nodes syncing logic
- Updated some portions of the screen settings logic
- Fixed rare issue with previous command not going to the correct previous target
- Updated restart command logic to reset persistant game save data
- This should fix the issue of day counts persisting after running the command
- Added
FauxMoreMenuconfig item to allow for the use of faux keywords (only work when entered from a specific page) for the MoreMenu sections- With this addition the menu creation logic has been updated slightly to handle faux keywords as an option.
- Thanks paradox75831004 for the reported keyword conflict issues, hope this setting helps!
- Added
SwitchKeywordsconfig item for the switch command. Ifswitchdoes not exist in this config item it will be auto-added. - Added compatibility for Auto-Complete and History features with commands added via LateGameUpgrades and InteractiveTerminalAPI
- Thanks Whitespike for the help!
- If there are other mods that are adding commands in an odd way that do not use InteractiveTerminalAPI that you would like supported by this feature please comment the mod's name and a link in Issue #37 on this mod's github.
- Updated compatibility for CruiserTerminal for future version 1.1.0
- If you do not have this version installed the compatibility features this mod adds will be disabled.
- Removed failed commands from Terminal History listing.
darmuhsTerminalStuff (3.7.0) - Terminal Mod
sheesh you cooked
lmk if you have any issues and i'll try to drop a hotfix 🙂
how long were u in the kitchen for this
jesus christ
jesus
read through the changelog, good shit
🫡
maybe some redundant information, portions of that changelog were written at like 4AM 
wth 
to be fair, a lot of it is shit like this because I was fucking with my project file trying to support both new and old cruiserterminal's dlls 

turns out you cant have a reference dll with the same name and namespaces 💀 💀
these would be the big changes that I actually made
Suggestion: when typing help and then a keyword for a command (for example: "Help Moons" or "Help Minicams" it would display a description of what the command does, this would be for both vanilla and the mod's commands. I believe this would help newcomers to either the game or the mod, since not all commands (especially some of the modded ones) are clear on what they do just by using them once.
I've not found a way to get TwoRadarMaps' terminal radar to sync with other players on it's own (and to be honest I dont think it was every intended to)
Ah yeah, this is because it's not currently spawned over the network (and I'm not sure how I would make it be)
Updating OpenBodyCams to account for the updated MeetsCameraEnabledConditions patch should be quite quick, I'll look into it asap
not a bad idea. I'm pretty sure this functionality already exists via info, at least it's built in to every command I add via OpenLib and a decent amount of vanilla commands have this function. I could see about adding the same 'compatible noun' functionality to help
as for modded commands added via InteractiveTerminalAPI or stuff like LateGameUpgrades' commands that do not actually have a TerminalKeyword added to the game like vanilla commands, I dont think there's a way for me to easily grab information about each command
that might be better requested from those individual mods
Just now noticing my typo in the changelog 🙃, anyway yeah I figured there just wasnt a need for them to be synced since normally the terminal itself is not synced between players lol
Let me know if you notice any issues with my MeetsCameraEnabledConditions patch, i'm pretty sure I set it up the way you recommended
it's not such a bad thing for it to be synced, but yeah, in vanilla it's not very noticeable
I forgot it wasn't for a looong time
I think if I want to make it synced I would have to
- make it opt-in
- create the terminal map on a separate object from a networked prefab
yeah it sounds like a lot of effort for minimal payoff on your end lmao
I dont mind supporting the networking bits on my end as I am now. It's not too hard to keep track of
Just noticed LLL was updated recently wooo! Gonna update font size to use this value in the next update (mostly leaving this here for myself as a reminder)
[3.7.1]
- Added better handling for error that would occur in a specific user's profile when trying to reset customization for the MoneyBackground.
- This object's color cannot be updated with the refresh customizations button in LethalConfig when this issue is encountered.
- With LLL's recent update, you can now modify the main font size and see it update when playing with LLL!
- Thanks IAmBatby for publicizing the cached font size variable in LLL!
- Added support for suitsTerminal's recent terminal caret color variable.
- Whenever this mod changes the color for the caret it will update suitsTerminal's reference to it.
- Simplified LethalConstellations compat
- Added a line to try and fix the vanilla issue of the terminal not being interactable (accepting input) when you start using it
darmuhsTerminalStuff (3.7.1) - Terminal Mod
oh shit
this mod turns a year old today
if anyone has been using this mod since the version 1 days, hell ya 
Lol it took me a while to finally use it cus I feared it was gonna be such a pain to setup
and that is completely valid 
I mean tbf, the config when I first started using it was a mess compared to now
Lol
the config cleanup updates for this mod and suitsTerminal were so nice
XD
continuous improvement 
a lot of features in this mod were developed purely out of community feedback and working on improving things
v1 code is rough to look at 
I don't remember if I used the v1
to be fair, v1 only lasted about 12 days 💀
The mod really started to blow up with the 1.1.2 release
and just continued growth from there
lol
yeah a lot of the downloads back then came from TheMostLethalCompany modpack
Cam/map commands don't work with OBC, right?
they do, but if you have OBC's picture in picture terminal commands enabled then I disable my stuff in favor of OBC's
Right.
.
@near thicket that's the message that will appear if you try to enable any of the cams/map type commands when OpenBodyCams' stuff is enabled
and ofc, 'view monitor' will still work in that scenario
Yeah, I saw that message. I just thought I did something wrong. What's the most convenient way of switching targets with OBC and your terminal?
I'd recommend trying out any of these commands
they're similar to OBC's picture in picture and will use a camera created by OBC if you have this set to true
also the message doesn't mean you did anything wrong necessarily. You're free to use the mod any way you'd like. It's just there to let you know that my view-type commands will not do anything when OBC is creating the 'view bodycam' command. Mostly because it would be a bit of a pain to make them all compatible
Oh, I thought these didn't work with OBC either.
they work with OBC, you just need to disable OBC's view bodycam command
And by switching targets I meant players being monitored. Or is switch [player] the only option?
this one specifically
switch is reworked in the mod now, so switch <playername> works as well as switch. You can also set custom keywords via SwitchKeywords
and if you want to bind a key to switch between players you'd use the shortcuts feature
this is a pretty common config setup for that (from Lunxara's profile)
Thank you very much!
no problem! I know the mod's config is a bit to get thru so these are pretty common questions lol
one day I'll make a wiki on it all
It's fine, other than being a bit time consuming. Just didn't have time to fully dig into it, so thought I'd ask for pointers.
[12:14:28.3018841] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: TerminalStuff.EventSub.TerminalStart.StartCheck (Terminal thisterm, TerminalNode startNode) (at ./EventSub/TerminalStart.cs:183) TerminalStuff.EventSub.TerminalStart+<TerminalDelayStartEnumerator>d__12.MoveNext () (at ./EventSub/TerminalStart.cs:127) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
When creating new save
Oh I know what causes this. Should be able to fix it soon but in the meantime new saves will require game restart
so weirdly enough, I can't seem to reproduce this error myself but I do have something that should fix it
would using your modpack work to get the error to show?
even tried downloading the modpack and updating all and not seeing it 
[3.7.2]
- Switched mapscreen radar cache logic to use a getter/setter to avoid rare NREs where the cached radar has not been updated* with the current game state.
- I unforuntately was unable to replicate the error that was provided to me but this should fix it in theory.
@silent quiver lmk if you get the error again with this version
darmuhsTerminalStuff (3.7.2) - Terminal Mod
goodbye!
[04:06:37.1948360] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
(wrapper dynamic-method) Terminal.DMD<Terminal::QuitTerminal>(Terminal,bool)
Terminal.PressESC (UnityEngine.InputSystem.InputAction+CallbackContext context) (at <d491ed1d4cc34874a2498af41192fe04>:IL_0013)
UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.CallbackArray`1[System.Action`1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_001B)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
can I get a profile code?
01938aed-b729-39a9-3ae1-282e745104b7
also did it happen randomly or do you have solid steps to reproduce like typing quit in the terminal always has this happen
seeing a couple of errors before the quit ones btw
Stack trace:
LCTarrotCard.Networker.OnNetworkSpawn () (at <9496f24c9b0e4456ba53a46930bcad76>:IL_0037)
Unity.Netcode.NetworkBehaviour.VisibleOnNetworkSpawn () (at <895801699cfc4b4ab52267f31e2a4998>:IL_0000)```
```[04:04:39.4411632] [Error : Unity Log] ArgumentException: '0' cannot be greater than -2925.
Stack trace:
System.Math.ThrowMinMaxException[T] (T min, T max) (at <787acc3c9a4c471ba7d971300105af24>:IL_0016)
GeneralImprovements.Patches.TerminalPatch.SetStartingMoneyPerPlayer () (at <b34775cfe2644fea827caf476d582c6d>:IL_0163)
GeneralImprovements.Patches.TerminalPatch.StartPre (Terminal __instance) (at <b34775cfe2644fea827caf476d582c6d>:IL_0029)
(wrapper dynamic-method) Terminal.DMD<Terminal::Start>(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Start>?1226717858(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>?981073772(Terminal)```
```[04:04:48.5172505] [Error :HotbarPlus-1.8.0] Failed to add HotbarPlus tips to terminal. Maybe an update broke it?
[04:04:48.5172505] [Error :ReservedItemSlotCore-2.0.38] Failed to add reserved item slots tip to terminal. Maybe an update broke it?```
I think the GI one specifically might have broken some terminal functions
Yeah @jade veldt make sure GI's not touching the credits and have TerminalStuff handle it
set GI's setting to defaults
GI should never override TerminalStuff
I mean, I'd like GI's stuff to work with terminalstuff if possible
if there's an incompatibility I need to fix on my end i'd like to know so I can fix it lol
this error is still pretty weird, never seen it before
I did a rejoin
im not able to reproduce the issue with the profile code you gave (and installing darmuhsTerminalStuff v3.7.2 afterwards since it wasnt installed)
I'm just starting a new lobby, leaving, then starting the same save again (i also tried using a different save). Is this a client side issue?
So, is GI's option that makes credits background scale causing issues with TerminalStuff?
I also wish GI's "arrow keys to switch targets" worked with TS. As doing something similar through TS actions is not as convenient, as it affects all screens and prints an error if you try to switch when not monitoring anyone. Ideally I'd like to see next/previous commands that allow you to switch pages and monitor targets, but without printing any "errors".
3.7.2 fixed that error.
Thanks!
if there's a conflict I'm not aware of it and will need some steps to reproduce and logs
I'm not sure what you mean by "errors"
Also if you want a terminal radar that doesnt affect the ship screen's radar map you should give tworadarmaps a try. It separates the terminal radar map from the ship screen radar map and there is explicit compatibility built for that mod in this one
and as far as I know GI's arrow keys to switch targets should work with terminalstuff
do you mean when it says this? There is no active monitoring to switch!
I assume what was meant is the "LeftArrow=previous;RightArrow=switch" being able to be done on any screen in the terminal
like any page?
it should work from any page as far as i'm aware (outside stuff like suitsTerminal's menu where it is not intended)
I don't think they want it to be able to be done on every screen lool
GI's only allows it when you're monitoring someone
ohhhh I see
interesting
I think the easier solution would be to remove There is no active monitoring to switch! in favor of switching to the first available monitoring view. (whether that be the default view monitor or one of the added commands) Like I remember there used to be a default cams view config item or something like that I did away with at some point
otherwise i'll probably need to add some new config items, something like PreviousShortcutAllpages SwitchShortcutAllpages
still I think GI's should work
yeah
If GI's option works, then I'll use that. I just forgot to test it with other players.
yeah I just checked and it still works, though their added text isn't the cleanest (with my added views, probably fine with vanilla). You can test it with a radar booster btw
I'll look into maybe adding one of these two in the future. Or a third option if I think of something that fits in the shortcuts system, since it supports more than just fast switching
and again, if anyone experiences any issues with using this mod and another please let me know (with logs & steps to reproduce) so I can try to sort it out
What about that one where the things you type don't start from new line, but pretty much right after the text that is already on screen?
if you have examples where this happens I can fix them. Usually it just means adding \r\n at the end of the text
it is on a per page basis, and if the page can have different results then it can differ between results as well
I guess this is also something I could automate on my end, but would help to have examples so I can test a general fix for it
This softlock has not happened to me again, I will let you know as soon as it happens again.
@simple sierra I searched for "wrapper dynamic" and saw that you were running into some potential things here, and I was wondering if you could help out with what I encountered here just an hour or so ago #help-and-troubleshooting message
adding to my earlier thing - it does seem to be this mod. disabling it has allowed me to enter and re-enter the lobby multiple times without the game freezing up and crashing
@simple sierra I think the network syncing may be broken, I haven't seen it syncing pages when clients use the terminal recently and I've ran into a few issues of people getting voided on lobby join
with 3.7.2 btw, the probably didn't happen with the previous one
Also they get no errors btw, just soumdmanager spam
Yeah the mod I thought it was applied to only lan so
Wouldn't have been that
3.7.1 -> 3.7.2 would not cause any issues with syncing, the only changes there had to do with the cached map radar reference (between vanilla and tworadarmaps)
If you're not getting any errors i'm gonna have to ask that you turn on the extra debug logging options in terminalstuff and openlib. Then get a host/client to test the syncing and provide results + logs
It doesnt sound like an issue I can troubleshoot myself via LAN testing
the only errors I saw in your logs were not related to this mod, so not sure how you came to the conclusion it is. "(wrapper dynamic-method) " is a pretty common thing to see in an error log's stack trace
then I am not sure \o/ all I can tell you is that with the current iteration of terminalstuff, it runs fine when I first make a lobby, but if I exit and then re-enter the lobby, it crashed. when I removed terminalstuff, I no longer have that problem.
the "wrapper dynamic method" thing was just something I put in the search bar and I saw it being traded back and forth in this thread so I was inquiring if there was correlation o7
you mind sending a profile code? I can see if I can replicate the issue on my end
this should be it 01938f3e-0d6e-a049-70e5-470d0056e09c
so steps are:
Make lobby (new game save),
exit to main menu,
re-enter same lobby/game save
correct?
gotcha, just want to be sure
the last thing I saw was all of this and then the game hard crashed if you can glean anything from it - the log didn't properly reflect its final moments before kapoot https://cdn.discordapp.com/attachments/1169069074572116041/1313675453403500634/image.png?ex=6750ff1b&is=674fad9b&hm=f79f77bfd9afd9b19966e55a0a7f4d5f96e10588186f856642337559c22fdb8f&
quick glance looks like some openbodycams stuff
so just tried these steps as well as creating a new save and am unable to crash my game
let me try landing
it wasn't unique to me, either, is the thing - friend I was playing with also kept crashing when they were trying it out, so I'm very curious as to how it happened lol
memory? idk
I think I read something about gale having some issues lately with profiles not downloading fully
maybe that? or are yall using a diff mod manager
I was using r2mm and they were using gale
^this is maybe the 3rd or 4th time I loaded into a save
one second while discord pitifully attempts to play that back because discord please buy stock
lmao all good, its just me loading into a level and then another lobby
this is what I read about gale, probably not related #1246088342458863618 message
yeah I really don't know, would it have been down to pc specs? or just lethal being really w e i r d
maybe, I have no clue tbh. Parsing my log file rn to see what errors I got
even now some friends are trying to load in the code and apparently lethal is consuming 20+ gb on their end and it's like "what in tarnation did I do wrong"
💀 , yeah that's the nature of adding more and more mods
I also have a pretty decent gaming rig so anything resulting in too heavy of a load wouldnt affect me
a culling must happen once more then, probably 😔
Error 1:
Stack trace:
FurnitureLock.Patches.AutoParentToShipPatch.AfterAwake (AutoParentToShip __instance) (at ./src/Patches/AutoParentToShipPatch.cs:57)
(wrapper dynamic-method) AutoParentToShip.DMD<AutoParentToShip::Awake>(AutoParentToShip)
UnityEngine.GameObject:AddComponent()
GeneralImprovements.Utilities.ObjectHelper:AddPlaceableComponentToGameObject(GameObject, Int32, Single, PlaceableShipObject)
GeneralImprovements.Utilities.ObjectHelper:CreateMedStation(InteractTrigger)
GeneralImprovements.Patches.StartOfRoundPatch:Start(StartOfRound)
StartOfRound:DMD<StartOfRound::Start>(StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:Trampoline<StartOfRound::Start>?1967582022(StartOfRound)
LethalLib.Modules.Items:StartOfRound_Start(orig_Start, StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:Hook<StartOfRound::Start>?-666337712(StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:Trampoline<StartOfRound::Start>?-457057856(StartOfRound)
LethalLib.Modules.Utilities:StartOfRound_Start(orig_Start, StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:Hook<StartOfRound::Start>?1104677020(StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:Trampoline<StartOfRound::Start>?-1244336764(StartOfRound)
LethalThings.NetworkConfig:StartOfRound_Start(orig_Start, StartOfRound) (at O:/github/LethalThings/LethalThings/NetworkConfig.cs:272)
MonoMod.Utils.DynamicMethodDefinition:Hook<StartOfRound::Start>?100267352(StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:Trampoline<StartOfRound::Start>?582799890(StartOfRound)
LethalThings.Patches.Miscellaneous:StartOfRound_Start(orig_Start, StartOfRound) (at O:/github/LethalThings/LethalThings/Patches/Miscellaneous.cs:210)
MonoMod.Utils.DynamicMethodDefinition:Hook<StartOfRound::Start>?-159138736(StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:Trampoline<StartOfRound::Start>?580405102(StartOfRound)
LethalThings.Patches.Debug:StartOfRound_Start(orig_Start, StartOfRound) (at O:/github/LethalThings/LethalThings/Patches/Debug.cs:109)
MonoMod.Utils.DynamicMethodDefinition:Hook<StartOfRound::Start>?1501346612(StartOfRound)```
Error 2:
Stack trace:
FurnitureLock.Patches.AutoParentToShipPatch.AfterAwake (AutoParentToShip __instance) (at ./src/Patches/AutoParentToShipPatch.cs:57)
(wrapper dynamic-method) AutoParentToShip.DMD<AutoParentToShip::Awake>(AutoParentToShip)
UnityEngine.GameObject:AddComponent()
GeneralImprovements.Utilities.ObjectHelper:AddPlaceableComponentToGameObject(GameObject, Int32, Single, PlaceableShipObject)
GeneralImprovements.Utilities.ObjectHelper:CreateMedStation(InteractTrigger)
GeneralImprovements.Patches.StartOfRoundPatch:Start(StartOfRound)
StartOfRound:DMD<StartOfRound::Start>(StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:Trampoline<StartOfRound::Start>?1967582022(StartOfRound)
LethalLib.Modules.Items:StartOfRound_Start(orig_Start, StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:Hook<StartOfRound::Start>?-666337712(StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:Trampoline<StartOfRound::Start>?-457057856(StartOfRound)
LethalLib.Modules.Utilities:StartOfRound_Start(orig_Start, StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:Hook<StartOfRound::Start>?1104677020(StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:Trampoline<StartOfRound::Start>?-1244336764(StartOfRound)
LethalThings.NetworkConfig:StartOfRound_Start(orig_Start, StartOfRound) (at O:/github/LethalThings/LethalThings/NetworkConfig.cs:272)
MonoMod.Utils.DynamicMethodDefinition:Hook<StartOfRound::Start>?100267352(StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:Trampoline<StartOfRound::Start>?582799890(StartOfRound)
LethalThings.Patches.Miscellaneous:StartOfRound_Start(orig_Start, StartOfRound) (at O:/github/LethalThings/LethalThings/Patches/Miscellaneous.cs:210)
MonoMod.Utils.DynamicMethodDefinition:Hook<StartOfRound::Start>?-159138736(StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:Trampoline<StartOfRound::Start>?580405102(StartOfRound)
LethalThings.Patches.Debug:StartOfRound_Start(orig_Start, StartOfRound) (at O:/github/LethalThings/LethalThings/Patches/Debug.cs:109)
MonoMod.Utils.DynamicMethodDefinition:Hook<StartOfRound::Start>?1501346612(StartOfRound)```
Error 3:
Stack trace:
FurnitureLock.Patches.AutoParentToShipPatch.AfterAwake (AutoParentToShip __instance) (at ./src/Patches/AutoParentToShipPatch.cs:57)
(wrapper dynamic-method) AutoParentToShip.DMD<AutoParentToShip::Awake>(AutoParentToShip)
UnityEngine.GameObject:AddComponent()
GeneralImprovements.Utilities.ObjectHelper:AddPlaceableComponentToGameObject(GameObject, Int32, Single, PlaceableShipObject)
GeneralImprovements.Utilities.ObjectHelper:CreateMedStation(InteractTrigger)
GeneralImprovements.Patches.StartOfRoundPatch:Start(StartOfRound)
StartOfRound:DMD<StartOfRound::Start>(StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:Trampoline<StartOfRound::Start>?1967582022(StartOfRound)
LethalLib.Modules.Items:StartOfRound_Start(orig_Start, StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:Hook<StartOfRound::Start>?-666337712(StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:Trampoline<StartOfRound::Start>?-457057856(StartOfRound)
LethalLib.Modules.Utilities:StartOfRound_Start(orig_Start, StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:Hook<StartOfRound::Start>?1104677020(StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:Trampoline<StartOfRound::Start>?-1244336764(StartOfRound)
LethalThings.NetworkConfig:StartOfRound_Start(orig_Start, StartOfRound) (at O:/github/LethalThings/LethalThings/NetworkConfig.cs:272)
MonoMod.Utils.DynamicMethodDefinition:Hook<StartOfRound::Start>?100267352(StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:Trampoline<StartOfRound::Start>?582799890(StartOfRound)
LethalThings.Patches.Miscellaneous:StartOfRound_Start(orig_Start, StartOfRound) (at O:/github/LethalThings/LethalThings/Patches/Miscellaneous.cs:210)
MonoMod.Utils.DynamicMethodDefinition:Hook<StartOfRound::Start>?-159138736(StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:Trampoline<StartOfRound::Start>?580405102(StartOfRound)
LethalThings.Patches.Debug:StartOfRound_Start(orig_Start, StartOfRound) (at O:/github/LethalThings/LethalThings/Patches/Debug.cs:109)
MonoMod.Utils.DynamicMethodDefinition:Hook<StartOfRound::Start>?1501346612(StartOfRound)```
^ this one repeats every time I start a lobby it looks like lol
I have no idea what that is and have been steadily ignoring it on my end 💀

looks like a potential compat issue between furniturelock and general improvements
might be worth reporting to them since it's consistent
yeah there probably needs to be explicit compatibility built between the two
I did find an issue with my mod while messing around with your profile, but it wouldnt cause crashes. Basically an issue with my quit command's compatibility with cruiser terminal, where typing quit throws this error and doesnt quit the terminal like it should
Stack trace:
TerminalStuff.Compatibility.CruiserTerm.Quit () (at ./Compatibility/CruiserTerm.cs:19)
TerminalStuff.TerminalEvents+<TerminalQuitter>d__9.MoveNext () (at ./PluginCore/TerminalEvents.cs:76)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)```
hmmm, icicic
totally unrelated to your issue, but yeah I did at least find something to fix
also should be a relatively easy fix 🙂
\o/ small things to fix good
so is the game still consistently crashing for you with terminal stuff?
before you do that, could you turn on the debug logging config items for terminal stuff and open lib. Then get the game to crash and post the logs?
these to be specific
@simple sierra What keeps exploding between TerminalStuff and GI?
without logs there is nothing I can say for certain is "exploding" between them
a lot of the time stuff completely unrelated to the terminal can break terminal patches and crash the game and the first mods that will get blamed are other mods that patch the terminal lmao
the ones I posted are all furniturelock trying to touch the medpack GI adds from what I could see
Ah yeah the medkit GI has isn't set up properly is why
I'm just posting errors I see from logs posted in here to give people an idea of what to troubleshoot in their profiles
this is the only real error I've found that I need to fix and it's completely unrelated to any issues that have been reported to me lmao
👀
sorry, occupied currently, but will try in the next hour \o/
as an aside, just a curiosity but do you know of any mod that makes it that we keep our tools on a wipe
not off the top of my head, but i'm sure it exists
and also no rush on the logs, I was just curious if it turns out the issues went away lol
am just wondering because that's a concurrent bug that I'm encountering and it's like "... wait"
I'm probably headed to bed soon myself
oh interesting, I thought it was a feature you're looking for lol
I will @ you for a future ref of the logs o7
thanks I appreciate it 
nono thank you for your help c:
@simple sierra \o
the error in OpenBodyCams seems like it should only occur if someone blew up in Terminal.Awake()
(unfortunate if that's the case, I specifically hooked that to avoid other people's errors busting my reference to the terminal)
Yeah I figured the error is more a symptom than a root cause
okay this is EXTREMELY helpful. I think I've narrowed down a potential issue on my end based on this error:
Stack trace:
UnityEngine.Object.get_name () (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
TooManyEmotes.Patches.TerminalPatcher.EditExistingTerminalNodes () (at <269756645f9f47d2b56f18e9136cd133>:IL_003E)
TooManyEmotes.Patches.TerminalPatcher.InitializeTerminal (Terminal __instance) (at <269756645f9f47d2b56f18e9136cd133>:IL_002B)
(wrapper dynamic-method) Terminal.DMD<Terminal::Awake>(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Awake>?1934246542(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>?1461994652(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Awake>?647649116(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>?-1778471876(Terminal)```
And after looking at TME's patch, I can understand why it's not a very consistent error
I'll try to have a fix out for this soon
ohhhhh, I see why I wasnt able to reproduce the issue. TooManyEmotes wasn't enabled in the profile code I downloaded from you
nvm I still can't reproduce it 💀
😔
if you're available to test, I was about to just push the change that should fix it anyway
if not, no worries I'll just upload to thunderstore and you can test later 
It could just be a memory thing, ig? Friends noticed that when they first booted modded, it was using enough memory to blot out the sun. Then upon a reboot of game, it normalised into like 12gb usage
Though this was without your terminal thingy active, just lethal being lethal
I mean there was something on my end that was 100% causing issues at Terminal Awake for TooManyEmotes on lobby reload*
As for testing rn, I cannot, but if you push the update out I can get back to you ASAP \o/
as far as memory usage though, that could be anything
especially when adding scraps, moons, etc. All the extra content has to live somewhere lol
gotcha, i'll push the update then and just lmk if you still experience crashes on loading into a new lobby
o7 gotcha boss

[3.7.3]
- Fixed CruiserTerminal
Quitcommand compatibility - Fixed issue with kick command getting stuck due to confirmation logic when not actively trying to kick anyone.
- Renamed
CamsNeverHidetoMonitoringNeverHideto make more sense as to what it does. - Added
MonitoringDefaultViewto set a default monitoring view to enable when the switch or previous command is used and no active monitoring is detected.- Set to
Noneto display the "No Active Monitoring" message. - If using the vanilla "view monitor" command, setting this to anything except
Nonewill enable the view monitor radar map. - If set to a monitoring mode that is not currently enabled, will use the next available mode.
- Set to
- Fixed issue caused by recent updates to switch command that was intermittently causing other mods to throw NRE on lobby reload.
- Thank you @frigid dock on discord for assisting me with troubleshooting this issue as I was unable to reproduce it myself.
- Issue was due to the fact that I am replacing terminalNodes.specialNodes[20] with my own node that is deleted each lobby reload. Which would result in a null node in the listing at Terminal Awake.
- To resolve the issue I am setting terminalNodes.specialNodes[20] to it's vanilla TerminalNode on terminaldisable, until it is replaced again at Terminal Start with my node.
- Added automated formatting where, if a node's displaytext is detected without new line entries at the end, new lines will be appended so that you are typing on a new line.
darmuhsTerminalStuff (3.7.3) - Terminal Mod
@simple sierra I can confirm that it works \o/
Seem to be getting an inconsistent NRE on lobby load that well, breaks loading? Not entirely certain what it could be colliding with but being very glad smartitemsaving has a backup file
I couldn't repeat it, so I think the problem was in me
@simple sierra is this issue caused by your mod or OpenBodyCams?
Also, why is “switchedcam” showing up?
Here's the modpack code so you can test it: 0193a8d3-6a9a-f016-88ae-4db4beb81d82
Thanks
for my own sanity (and to refer to later), posting relevant error here:
Stack trace:
TerminalStuff.SplitViewChecks.SetMiniScreen (System.String whatIsIt, System.Boolean state) (at ./VisualCore/SplitViewChecks.cs:125)
TerminalStuff.SplitViewChecks.CheckForSplitView (System.String whatIsIt) (at ./VisualCore/SplitViewChecks.cs:97)
TerminalStuff.EventSub.TerminalStart+<TerminalDelayStartEnumerator>d__13.MoveNext () (at ./EventSub/TerminalStart.cs:121)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)```
https://github.com/darmuh/TerminalStuff/blob/d971597d7f84a60345a62c3dfb986b73ae65ae17/DarmuhsTerminalCommands/VisualCore/SplitViewChecks.cs#L125
hmmm, it looks like the suits menu's "inUse" style bool was not enabled for some reason. If you can figure out a consistent way to reproduce lmk
- Joined lobby
- Accessed Terminal
- Typed “cc”
- Typed “cc” again
- Typed “view bodycam”
- Typed “cc” again
yeah it'd help to have these logs in a text form so I can parse thru them
Sounds good
what happens if you type "character"?
I'm noticing in the logs conflict resolution is returning that for one of your inputs
weird, can you see if you have the issue with conflict resolution disabled?
I was thinking about that. Gimme a sec
It didn't change anything
I'll try it out with all my mods, but only enabling this one
So, it's there again. I'm gonna try installing it with default configs, still havign everything else disabled
Ok. so, it is something within your mod that's causing it, as it doesn't happen while I have default config settings for this mod
if you can narrow it down to a very small testing profile where the issue still happens I can work on it from there
Sounds good.
I figure it's something between the view bodycam command (which OBC creates) and my logic I add for vanilla radar map compatibility
but of course, it gets very conditional so it would help to have the issue narrowed down to a test environment
How does having the mod by itself, but with the configs I use sound?
I dont understand what you mean by that
With changed configs: 0193a94f-259c-228c-73de-ed01c7a9c92e
Default configs: 0193a94f-6509-96ad-38a6-a1cd3b852a95
Each profile only has your mod installed. Something within the confg settings is generating the issue
thanks, i'll take a look to see whats going on sometime soon
thanks
Question, does darmuhsTerminalStuff take away the bestiary holograms? No matter what enemy I scan, there is no longer a hologram behind the text
it shouldn't but it's possibly an issue with terminalstuff yes. I'll look into it
thank you 🙏
Using minicams on terminal then leaving makes the cam part not show up when you come back.
I was playing with a group of 8 and a guy changed his suits using darmuhterminal suits command. For some reason after he got his suit, he started occasionaly seeing the inside of his visor a bit. He changed suits at one point and couldn't see anything. Idk if it has anything to do with the suits command, but it only happened after he messed with that
I think I may have encountered the visor thing when trying out the not being able to move cursor in the suits page
Yeah, sorry about it again. I remembered about the issue before going to work, so no logs. Had to post before I forgot.
no worries, I'll let you know if im having issues reproducing the issue
I should have that fixed soon btw
Yeah
I'm not gonna say anything further though because the issue is barely descriptive and what I got might just be a completely separate thing
Well I can say it was just with just SuitsTerminal putting on the suit it's already at just breaks the model so you you're seeing the third person model in first person camera
equipping the suit caused you to see your third person model in the first person?
yeah thats due to the suits menu being broken
Yeah
due to the lack of terminalstuff (terminalstuff activates the openlib patch that the suits menu needs)
I honestly think this problem is suitsterminal and not darmuh'sterminal. But I'll still send the logs
is it darmuh's or suit's terminal that does this?
I'm sorry but i don't think I have the log
I swore I did 😭
Check the latest changelogs.
both mods have a "random suit" command so it could be either or depending on configs
just let me know if it happens again and try to reproduce with logging enabled (if it does)
Any idea what's causing it, or are you not experiencing the issue on either profile?
havent had a chance to look sorry
no worries. It shouldn't be high priority anyways. It's just a small bug.
btw what did you have TerminalScreen set to when this happened to you? (if you remember)
it was, I think I have it fixed for next version now
regarding this, I think I have it fixed but wont be able to test for the issue without knowing the TerminalScreen setting
looking at it now, think I see a potential reason for this issue
yep, fixed that one
What was it?
basically part of my compatibility for the vanilla view monitor command is that I need to make sure it shows/hides the terminal image in the same way as it does normally (or with my view commands). However I wasnt checking if the image was already showing, so when you hit the parser error node it would return that the image should be enabled (when really it should only be saying that if the image was already enabled)
Huh
I wont be able to explain it further than that lmao
tl;dr its something on the backend I had to fix
[3.7.4]
- Fixed compatibility with Route Random and RandomRouteOnly
- issue was due to the node containing a null displayText property. Should fix compatibility with any mod that handles their terminal nodes in this manor.
- Thanks zhenrong for troubleshooting this issue and helping identify the cause
- Fixed issue where sometimes the Terminal's image would get enabled when it shouldn't be
- Thanks thundershocker1 for the in-depth report
- Fixed issue with bestiary animation videos not playing
- Thanks crutled for the report!
- Added handling for NRE reported by jk_5857
- Will need to look into why this code was getting called when the miniScreen image was null, but for now it early returns if it is.
- Simplified TerminalBeginUsing stuff (when you start using the terminal)
- Should hopefully fix the issue reported by agitatio where the camera in minicams was getting disabled upon re-entering the terminal.
darmuhsTerminalStuff (3.7.4) - Terminal Mod
@simple sierra
If you could make it where having the “moons” commands disabled also disables any commands related to moons, that’d be helpful. Also, make that the case for the “store” command as well, as I assume it has the same issue.
in this case I'd recommend switching it from a deny list to a permit list (seeing this is the cruiserterminal)
good point
because all of the keywords for moons are their own keywords (have nothing to do with the moons keyword)
and I imagine changing how that works would cause a mixed bag of compatibility issues all over
understandable
wdym
was asking what you had this set to
inuse
okay, should be fixed then. That's what I was testing against
letting you know that this worked o7 thank you as always, haha
felt like messing with an enhanced moons catalogue for a lil bit tonight, could potentially be a feature for this mod in the future 👀
Sick!
amazing!
@simple sierra There's an issue with version 3.7.4 on my mod pack. Version 3.7.3 works correctly, but when I upgrade to 3.7.4, the terminal mod seems to become completely deactivated. Could you check if there's any conflicting mod causing this, please? Here is my code if u ask 0193c2ac-9c6f-5195-01a1-a77e0a187d97
did your lethal company update?
weird, i'll have to look later. Bit busy at work
No problem, good luck
quick question, did you update OpenLib to 0.2.11 when you updated terminal stuff? The profile code works fine as-is but I noticed terminalstuff is on 3.7.3 (and when I go to update it my mod manager will prompt me to update openlib as well)
also just an fyi, if you're playing with bozoros you probably want this enabled so that you can navigate to the "fun" section of the more menu
yep, works fine updating both openlib/terminalstuff to latest versions
got it working alongside LethalConstellations/LLL, should we try testing in prod???
also before anyone asks, yes.
So the moons screen is part of this mod?
I've never used constellations before so I thought it was part of that at first
the [???] Is an unexplored moon?
Not yet.
didn't realized that
im testing it now
that wasn't a problem for me actually cause i don't use both fun section but its ok im gonna make it anyway 😄
you are right gale is not updating dependency
dependency mod i mean
If you want to set it up that way ye
Really it’s just a hidden moon for whatever reason that may be
Yep, will be considered just a small feature of this mod that you can enable/disable
Will probably end up adding a similar feature for that mod at some point but it doesn’t touch the moons page other than adding/removing moons
Odd that gale wasn’t telling you to update it 🤔
I really like that idea
If even is possible to make the moon unlock (change to 0 when purchased) would be even better, specially cuz LethalMoonUnlocks have some issues related of showing some hidden moons
and afaik, xCore is no longer working on the mod
possible yes, but a system like that can get pretty complicated pretty fast. Will probably hold off on doing anything like that for the first version release in this mod. Plus idk what I would name the config setting for that, RemoveMoonPriceAfterRoute seems a bit too long of a name 
Also would hope mods like LethalMoonUnlocks would be compatible with the page, I would think at the very least the hiding/showing of moons would be since LethalConstellations stuff works
ChangeMoonPriceAfterRouteCuzMoroxiedSaidSo seems good
But actually I understand the difficulty of doing that
haha yeah, big respect for xCore and all their work
Most prob I'll only use Constellations and uninstall MoonUnlock
True, is a bit sad that with both mods make Hidden Vanilla Moons and some Modded ones behave weirdly
actually, would you want to try testing the new feature for me and let me know if you can find any issues?
Sure
One thing I will say is nothing is saved between game saves right now, but it's something I could probably add
alrighty, here's the latest devbuild. Let me know what ya think and if you find anything that needs fixing
^open to anyone who wants to try the fancy interactive moons page
btw these settings will be under the new "MoonsPlus" section. Figured it deserved it's own section
I've been testing with the mod active. As far as I can see terminalformatter just doesnt do anything to my replacement
not sure if anything errors out though, I havent been diving too much into logs while testing yet
kk
also if you want both the regular moons page and the fancy one. Just remove moons from the keywords setting
opening the game rn :]
oh, one thing I just thought of. you'll probably need to reload the game after enabling the feature to see the other config items. I forgot to add an event subscription for that config change lol
will 100% cause errors if you try to load a lobby I think
so, I should open the game, close and open again?
open the game, enable the setting, then close/open
I was trying to make it so the other settings dont show up unless you have the feature enabled but yeah just thought of that issue
btw, 2 days ago I was trying to make a mod.
(It didn't go well)
oh, the game crashed lol
it be like that sometimes
guessing it'd prob have to do with the missing config settings
🫡
I'll try to whip up a version that doesnt have that issue (since I know exactly what the problem is) lol
jk, need to do one more thing
Seems that it behaves correctly when having more than 40 moons
the only issue is a small compat issue with the LethalMoonUnlocks cuz the price change doesn't update when buying
nice! I'd hope so since it's relatively the same framework that suitsTerminal uses
forget it, the price changed didn't work at all
ah, yeah I dont check for the price to change. I get it once and thats it
kk
I think I could fix that too relatively quick, one sec
does the MoonPlus have a filter option?
i'm gonna scrap the idea of the config options not showing up if the feature is disabled. Because then I'd have to go thru the hassle of refreshing the config with lethalconfig and I dont feel like doing all that 
yes press F and you enter the filters menu
I mean, actual "filter"
Like "filter price" that makes the moon list don't show moons that you can't afford
oh yeah if you mean removing moons that dont fit a certain criteria then no I havent done that yet
kk
another thing, pressing up or down shows the history for one frame
command history
are you using terminalstuff for command history or GI?
wait, let me check
terminalstuff history stuff (and all shortcuts) should pause while in the menu but I cant stop other mods that insert stuff like that
tbh I hadnt planned on removing moons from the list based on filters because I didnt think I'd be able to adjust the list on the fly like that. However I know I can now so might change some of the filters menu naming/options
another thing.
I'd make that hidden moons (the ones that has [ ??? ] ) show their name permanently after being purchased.
If you buy a hidden moon, and then go to another moon, the hidden moon will hide again ( show again the [ ??? ] )
oh weird, it was working fine to permanently change in my testing
maybe an odd interaction with lethalmoonunlocks?
prob
I wonder if routing via the moonsplus page is not triggering things it should in lethalmoonunlocks
only speculating tho, not even glancing at code
other than price, anything else you'd expect to be able to filter by?
hmmm, what does weather pick to disable? Eclipsed moons?
that's the option from LLL
I also think the tag filter is pretty pointless personally
or moons that are only X, like none, rainy, foggy, etc?
yeah is that configurable in LLL or is it always the specific weathers that get removed
doing filter weather it will only show weather none moons
gotcha thanks, thats what my question was
also, typing Filter X, or preview X or Sort X will show the vanilla moon screen
oh interesting. I didnt expect that
I will prob just leave that, i'm not too concerned about blocking access to the vanilla one completely
like you can still type a moon name to route to it no matter what
hell yeah
let me take some of your suggestions/reports and get back to you with another version
you can test it whenever you've got time
got it
is this moon thing default false
yeah it is
And leaving it disabled should compartmentalize anything it adds to the mod
I dont wanna force features on people who dont want it lol
here's another testing .dll for the fancy moons page
added some of the requested filtering and also tried to add some compatibility for weathertweaks' weather stuff
I did weather/price from this list. Not sure if i'll do any more than that but I think I will add something other mods could touch for further filtering
The moons plus page is really nice and easy to use, are you at all considering doing the same for the store page?
definitely something I could try to do in the future (some time after new years). It'd be a bit more complex vs the moons page since the store page is actually split by a few different type lists
think im gonna take this testing of the moons page to a thunderstore release
if anyone runs into any issues they should be able to just disable the feature
[3.7.5]
- Added new experimental feature, MoonsPlus.
- When enabled can either completely replace the moons catalogue or be used as a separate keyword to display an interactive listing of moons available for routing.
- Compatibility has been added for LethalLevelLoader, LethalConstellations, and Weather Tweaks/Registry.
- Has many configurable features for filtering/sorting. Can also be adjusted in the menus.
- This feature is still very experimental and is default disabled.
- publicized ShortcutBindings so that other mods can assign stopForAnyReason to stop/start the shortcut listening logic
darmuhsTerminalStuff (3.7.5) - Terminal Mod
[3.7.6]
- Added a missing early return for when MoonsPlus is disabled which would still create the keyword.
darmuhsTerminalStuff (3.7.6) - Terminal Mod
for some reason some moons are listed as free and I can route to them for free on the moons plus menu like dine even though they should cost credits and do cost credits if I just type the name into the terminal
Interesting, do you have any other mods that modify moon price?
It’s set up to grab the price from it’s corresponding buy node so I’m not sure why it wouldn’t get the right price
no I don't which is why I find it odd
I couldnt find anything in the console for it either
This was for Dine in particular right? Or was it multiple moons?
just dine
I’ll double check when I’m on my pc later that I can get dine’s price on my testing profile
If you’d like, you can post your profile code too. But if you don’t have any mods that affect moon price then it might just be something I missed
I removed the mod for now but the rest of the mods I use are in here: 0193d1c8-84a3-5249-5138-227fe8608e81
ill probably add it back but a mod I added recently was causing a ton of lag so im also individually re-testing them
This is the code for grabbing the price, and it sounds like dine’s purchase node may not be getting found https://github.com/darmuh/TerminalStuff/blob/9e9a79f04237e655e74eeb386bf1b19b614cfee4/DarmuhsTerminalCommands/SpecialStuff/MoonInfo.cs#L74
im not sure why dine would be specifically affected
Ye no worries, and remember you can always disable any features if theyre causing issues
Perhaps some special zeekers reason lol
yeah its just my friends wanna hop on and I always have to host so bugfixing will annoy them lol
thanks though I really like your mod so far
yep, definitely confirmed its an issue with your code specifically. Not sure why just Dine is affected lmao
able to fix it for your profile specifically pretty easy since I can just grab the price LLL has for it
if anyone experiences the issue without LLL though, i'll need to find another solution
[3.7.7]
- Fixed rare issue where a moon's (dine) price was inaccurate in a specific profile.
- This profile had LLL so I am leveraging getting the route price from LLL when it is present.
- If anyone else experiences this issue without LLL present please report it when possible.
- Fixed MoonsMenu not syncing for other players with networkednodes enabled
- the moon previews will remain disabled for players not using the terminal
darmuhsTerminalStuff (3.7.7) - Terminal Mod
is the slick new moons page compatible with lethalmoonunlocks
Has the whole bestiary hologram thing been fixed?
Well I'm going to play LC soon, I'll test it
should be but I havent tested it
ye shoulda been fixed in 3.7.4, lmk if you notice any more issues
(3.7.4)
moons plus looks so sick
well, the locking/hiding aspect of the mod. I think it might add stuff for each moon on the LLL moons catalogue page that I dont think would get added?
I have some stuff xCore can hook into if/when they start working on LMU again
Those are off by default.
it does add stuff for sales and other tags
yeah I dont think that stuff will work since it specifically targets the vanilla moons page
when i open the terminal nothin shows and i can even leave terminal no command works either
full logs pls
any way to have better formatting for the moons lists? i have so many moons and it doenst all fit
well it does
but the text is tiny
with the moons plus page?
thats a thing that happens without this mod
here's what it looked like in early WIP, it's in your config now
oh what, wait so how do i fix the font size
could also use a moon sorting mod (like lethalconstellations) or the moons plus page
You can install LethalMoonUnlocks and disable unlocking in it. It has font option for moon page.
Or TerminalFormatter.
terminal formatter is compatible right?
yep, all of the mentioned mods are
COOL
although I dont think terminalformatter resizes the font if I remember correctly
okie ill update when im here
i'm having a slight problem with my custom keywords on reload. they function when 1st load. they not working unless I restart the game.
my modpack 0193d950-1042-b136-f7d3-c3cb689dadce if needed.
The last time I've checked it wasn't (in the first testing) also, my laptop charger got damaged :,]
rip the charger 😭 and yeah since your initial testing I got some compatibility built in with the locking/hiding stuff from LLL
no idea why this is happening in your profile. From what I can see in logs the keywords are getting built properly
I think the moons plus page is displaying moons that are not registered in terminal in the LLL config
i have both Solace and Triskelion unregistered in LLL, but they still appear in the moons plus page and can be routed to
what config options are those? I'm not checking for anything like that so yeah if it's in the game the page will load it
idk what they're referred to in LLL code
)