#Terminal Formatter
1 messages Β· Page 3 of 1
so the first one tries to do bestiary, and the second does nothing
it's so weird that rocket triggers the filtering tho
maybe it tries to match rocky tag?
no clue
do you think https://thunderstore.io/c/lethal-company/p/SylviBlossom/TerminalConflictFix/ this would help?
send a report to Batby in https://discord.com/channels/1168655651455639582/1193461151636398080
it should, although haven't tested that one tbh
π
Not many that I know of. The only one I know for sure is the beta of the mod I'm working on.
https://thunderstore.io/c/lethal-company/p/Toybox/ToyboxBetaTest/
Should add a Shrink ray, a light potion and a heavy potion to the shop.
It currently has soft dependency and flips from using LethalLib to LethalLevelLoader depending on whether LethalLevelLoader is in the modpack.
It works well without your mod or if I disable LLL and my mod fallbacks to using LethalLib so I assume your mod might have a problem with supporting items added through LLL.
Alright, thanks for the report - I'll check it out today
Np, tbh it's not toooo urgent cause I don't think any other mods are adding shop items through LLL right now, but that might change in the future
Yeah, you're right, the whistle
And I can see all of them in the store just fine right now, will see what updated
So after looking a bit more...
I have no clue, seems like it works fine. I swear I observed this behaviour yesterday π
π interesting
Unpredictable behavior is fun.
terminal is a mess π
Hey.
I somehow managed to make it interactable without it crying.
(And any other mod complain about it)
I tried to do sort of the same system
tried 3 times and gave up
π₯²
I would love to have a store system similar to what AC did with its interactable shop and ordering all items at the same time
oh well
with the current store the "cart&order" system would not be viable
I've pushed an update fixing that issue and adding support for LethalQuantities risk levels&prices to be reflected in moon catalogue
Hi mrov, whenever you get the time I found a little incompat with LLL.
The IsRouteLocked property doesn't seem to work if this mod is installed
My mod will extensively use that property so rn I can't run it will this mod
π€ alright, I'll take a look
What's your mod?
Havenβt given it a finalized name yet but it instead of being able to visit all moons whenever, every day/quota you get a shuffle of x moons (one is always reserved for a free moon) all other moons are hidden and cannot be routed to
Makes the game a bit harder, forces you to go to many different moons instead of the same 3 or 4, and it fixes my ocd of having a weird # of moons in a pack
Alright, I've checked my code and I'm only checking for IsRouteHidden flag, I'll update it to do a check for both hidden and locked property
so it's gonna work as expected with your mod π
I'll try to add it today/tomorrow, I'll let you know when it's in @south dust
cool, I'd be able to check it easily when I can
You're trying to hide it mrov ? π€
i've done an oopsie moment
disregard the hidden one
uhhhhhhhhhhhh
Ah ok
umm no
alr cool
Does this one display text being typed?
only the terminal
it should be displaying the same terminalNode for everyone not interacting with the terminal
no
Alright, would probably be hard to do
couldn't be bothered to make it work π₯²
fire
A. why couldnt this be a config option in TerminalFormatter
B. I have a darmuh's TerminalStuff which has a similar feature, could you explain to me how your terminal sync works so I can compare
A. because it's using the external API dependency making the stuff all-client-side, and terminalformatter is just client-side (and i would prefer it stay that way)
B. i'm getting the text later, so it should work with terminalformatter?
i think
problem with lategame upgrades and terminal formatter
not the correct gif I meant to send but
how do you call it to be set
there's a very real chance that just doesn't work with meltdown's terminal command
[HarmonyPatch(typeof(Terminal), "LoadNewNode")]
[HarmonyPostfix]
[HarmonyPriority(Priority.Last)]
static void LoadNewNodePostfix(Terminal __instance, TerminalNode node)
{
TerminalInstance = __instance;
Networking.TerminalClientMessage.SendServer(__instance.currentText);
}
private static void OnTerminalTextMessageReceived(string newText, ulong clientId)
{
if (!StartOfRound.Instance.IsHost)
{
return;
}
Plugin.logger.LogInfo($"Received new terminal text from client: {newText}");
TerminalText.Value = newText;
}
private static void OnTerminalTextChange(string newText)
{
Plugin.logger.LogInfo($"Received new terminal text: {newText}");
TerminalPatches.TerminalInstance.currentNode.clearPreviousText = true;
TerminalPatches.TerminalInstance.textAdded = 0;
TerminalPatches.TerminalInstance.currentText = newText;
TerminalPatches.TerminalInstance.screenText.text = newText;
TerminalPatches.TerminalInstance.screenText.caretPosition = 0;
}
like that
okay it's only going to have the wrong language but that doesn't seem like it'll break
Hm alright, I noticed another weird little thing when running your mod with mine. The log from your mod saying what should be on the screen is accurate to what my mod would display without terminal formatter. When this happens the terminal defaults to only showing the vanilla 9 visible moons and does not include any modded moons
here is the screenshot, the log shows the 3 moons my mod would be making it display correctly
just in game only the vanilla moons appear and I have like 20ish modded moons rn for testing and those are just absent
What mod do you folks use to resolve command conflicts in the terminal? Specifically because the v50 update for Wesley's Moons has an issue when used with TerminalFormatter, where typing Asteroid to route to that planet is interpreted as "filter tag" in TerminalFormatter. I gave https://thunderstore.io/c/lethal-company/p/SylviBlossom/TerminalConflictFix/ a try but it did not resolve the issue.
[04:46:26.8990289] [Info :TerminalConflictFix] Parsed "asteroid13" with 8 letters
[04:46:26.8990289] [Info : Unity Log] Parsed word: asteroid
[04:46:26.8990289] [Info : Unity Log] noun keyword: asteroid ; verb keyword: filter ; result null? : False
[04:46:26.8990289] [Info : Unity Log] result: filterAsteroidNode
[04:46:26.8990289] [Debug :TerminalFormatter] filterAsteroidNode
[04:46:26.8990289] [Warning:TerminalFormatter] Possible nodes count: 1
[04:46:26.8990289] [Warning:TerminalFormatter] Found node: Moons
[04:46:26.9000304] [Debug :TerminalFormatter] Patching MoonsCatalogue
[04:46:26.9020300] [Warning:TerminalFormatter] LLL preview type set to All
[04:46:26.9020300] [Warning:TerminalFormatter] LLL filter type set to Tag
[04:46:26.9020300] [Warning:TerminalFormatter] LLL sort type set to Price
[04:46:26.9020300] [Debug :TerminalFormatter] MoonsCataloguePage: LethalLevelLoader.MoonsCataloguePage
[04:46:26.9052810] [Info :TerminalFormatter] All strings:
Name Price Weather Difficulty [04:46:26.9052810] [Message:TerminalFormatter] New display text:
βββββββββββββββββββ PREVIEW: ALL
β MOONS CATALOGUE β SORT: PRICE
βββββββββββββββββββ FILTER: TAG
Typing the full name "asteroid13" works, typing "asteroid" doesn't. TerminalConflictFix appears to correctly identify the intended command but it isn't passed on properly? Not sure where that issue would be coming from
@jovial elk Do you happen to have any insight on this?
By the way, for setting interiors on Asteroid-13 and Fission-C the LLL config names are Asteroid-13 Fission-C
Good to know, thank you
seems to just be an unfortunate circumstance, looks like LLL adds a terminal word for each "tag" a custom moon uses, and one of them is "asteroid" , meaning it'll try to use that one
Gotcha
there's a chance typing something like "ast", or with my mod something like "aster", will route to the moon, but if not you just have to type its full name
ast and aster does work properly, thank you
hmmm
that's interesting
what's your modpack code?
@snow swift can confirm this is an issue, typing Fission did the same thing for me on stream earlier lol
Just make yourself the top.
π³
No one else allowed in this house.
You should do this c;

Btw WhiteSpike dunno if you ever heard my input
I'll try to remove all keywords for filtering that don't use the word "filter" explicitly
But I love the new LGU ui changes
Yippee.
Yeah that's the best thing to do
Did you manage to find rhe sort bind?
Haha I never tried messing with it cus I'm fine with the default sorting
π³ umm the what?
You can change the sorting in the shop.
In LGU?
So you should be able to also use it to how you want.
You would just need to define the functions which receive both cursor elements for comparison.
π nicee
Plus Active and SelectInactive properties on the cursor elements.
Where the first you define a function and the second is just a bool.
But yeah, I tried putting that in the wiki.
It seems readable.
yippee π
is there a way to show all moons in terminal? some arent showing
Its just a small one for testing my mod 018f53a9-9140-575d-e820-b9538227c8dd
do u have a solution to some moons not fitting in terminal?
π€
what do you mean by that?
not all my moons show up, i have too many
is there a way to fit all
will there also be a way to show hidden moons (like embrion)?
Is there a specific node I have to disable to fix the [planetTime] thing?
Hello!
found a small bug
If you have set on LLL to show only 1 moon, when writing "Moons" on the terminal, it shows the vanilla one until you write moon again
Having this issue. Any fix?
Nvm figured it out (Had ShowMoonPricesLLL mod installed)
Hey, thanks for the report! I don't know why that would happen - could you send me your modpack code?
I'll try to look into it later
do you mean that when scrolling not all of them are displayed or would you want the font size to be smaller, so they all fit in one view?
π€· possibly
I fixed that in the new update of ShowMoonPricesLLL (Conflicted with some moons), but you really don't need my mod if you have TerminalFormatter. The only advantage of ShowMoonPrice is that it's more light weight and doesn't modify terminal as much. TerminalFormatter does everything my mod does and more.
even when scrolling not all of them are displayed
and even with the new LLL format where the font gets smaller, i dont think the terminal fits all of them
I have 36 moons and they all show up when scrolling
Are you sure the moons you're looking for are not hidden?
From the base game: Artifice is hidden, Embrion is hidden
For modded moons: StarlancerZero is hidden and Cosmocos is hidden, dunno about others
I've not been able to get my terminal to show Artifice and Embrion. Not sure if there's a mod out there to do it, but checking it in LLL doesnt do it :/
no several of mine arent showing up, tolians for example. I have like 40 modded moons tho
Hmmm, I don't have any of the Tolian moons in my modpack. Are the ones not showing up all Tolian? if you change the sort order can you see them?
yea if i change the sort or filter then tolians show but then others dont, like wesleys
the terminal just doesnt fit all of them
I'll try adding the Tolian moons to my modpack and check it out π
ok, just so you know i think i have 50 moons total rn, including the vanilla ones
If I add all Tolians I should have 52, I'll see
That's so many moons I have no clue if some are missing π
just count lol
for 52
Yeah I count 46 which is wrong
so ig it can only fit 46
That's a weird number haha
yea lol
Also I think it's supposed to be groups by 3 but some moons have weird grouping
Also this ia a double empty line
That's a LLL issue
Wait nevermind I can't reproduce on my side, maybe I need more moons?
I have 52 moons, 6 (Artifice, Embrion, Liquidation, StarlancerZero, Cosmocos and Gordion) are not shown in the moons menu which makes it normal that I see 46
@jovial flame So I added 24 more moons and now I can see 70 in my moons menu, I think your problem might not be the number of moons
ok interesting
ill check
lol i think i know the issue. i dont use a mouse (i play controller) so i just use the page up and down buttons on terminal, and the down button just skips to the very last part of the list
is there any other way to scroll on the terminal to where i can see in between the beginning and end of the moons list?
without a mouse? cuz i dont have one
k!
018f590b-c880-d692-6b9b-d4af53344ca8
I don't know what you're using to remap your controller, but on steam you can map MouseScrollUp and MouseScrollDown instead of the PageUp and PageDown
no i mean im using the keyboard to use page up and down, but i suppose i could try mapping scroll to the controller
there's the issue with how vanilla terminal handles scrolling, I thought I've fixed that, but it seems like not
oh
oh no
π³π₯Ί
is there a way to make it so the page up and down buttons can act properly? or its gotta be the mouse scroll? it would be great if so
I will need to look into it, didn't know that was a feature π π
ok thanks
You would think one of the controller's inputs would act as a scroll.
well i could try it next time im on, to change item slots you use the d-pad, not sure if it works on terminal
it works, your right
nvm u dont need to, i can just use the controller button to scroll
alright, that's good to know π
would it be possible to add an option for the ship scan to ignore/hide 0 value scrap? me and my duo like to collect certain stuff and devalue them to keep as decor but it tends to flood the scan page a good bit, especially in longer runs lol
The light.
im fairly certain that just fixes a base game bug lol
ive been meaning to look into it for soundapi but mrov beat me to it (after me not doing it for like a month lol)
apparatus stuff is verbatim copied from lightsout
but separate
because I cannot be bothered to fix lightsout rn
it's not working with xu's scrap π
π
I've got so angry listening to the apparatus hum for 20 minutes straight π
It's an alternative mod for it
I had to remove LightsOut cus it touches light sources for the scraps from Wesley's Moons and ImmersiveScap so Mrov made that mod to only include the Apparatus fix
wait what wesley's items
The Orb, Oil Lantern, Flashlights
Anything that had a light source.
Once it was dropped on the ship it was permanently disabled with LightsOut
I mean, I imagine that if you stacked a ton of Orbs or whatever in the ship it would probably lag the game just like the vanilla lamp, no?
I use NoPropShadows
Paired with Mrov's new ApparatusFix
Does that disable the shadows from the modded scrap that emits lights?
It runs through all prefabs (which is set on a predefined list) and makes the lights not cast shadows, I believe.
Yeah it disables shadows from props that cast lights in basically the same way LightsOut touches prop lights
I might switch over to that then, thanks π
Is this an issue with terminalformatter
Do you have LC_API installed?
Sorry for bothering, but why is the mrov library an asset replacement? I update mods manually, so it's kind of hard to notice if the mod updated if it's not a mod.
ok thanks
π³
@lone dagger what are your logs?
im grabbing them
666 KB wow...
anyways ill be gone for the next prob 2 hours so i won't be responding until TBD
A new thread, let's go
[Warning:TerminalFormatter] Found node: Moons
[Debug :TerminalFormatter] Patching MoonsCatalogue
[Error : Unity Log] An error occured while post processing terminal text: System.NullReferenceException: Object reference not set to an instance of an object
at MrovLib.API.SharedMethods.GetGameLevels () [0x00001] in <676e16bc316f4dde8e534729d37b9254>:IL_0001
at TerminalFormatter.Nodes.MoonsNoLLL.GetNodeText (TerminalNode node, Terminal terminal) [0x00017] in <5778246d98f14d2fa9059c5da4885ac4>:IL_0017
at TerminalFormatter.TerminalPatches.TextPostProcessPrefix (System.String modifiedDisplayText, TerminalNode node, Terminal __instance) [0x00122] in <5778246d98f14d2fa9059c5da4885ac4>:IL_0122
at (wrapper dynamic-method) Terminal.DMD<Terminal::TextPostProcess>(Terminal,string,TerminalNode)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::TextPostProcess>?946300026(Terminal,string,TerminalNode)
at LethalLib.Modules.Items.Terminal_TextPostProcess (On.Terminal+orig_TextPostProcess orig, Terminal self, System.String modifiedDisplayText, TerminalNode node) [0x0004a] in <c68aa40cbbae4bd69cd2fcd50c8f1ae1>:IL_004A
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::TextPostProcess>?2100054020(Terminal,string,TerminalNode)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::TextPostProcess>?13892380(Terminal,string,TerminalNode)
at LethalLib.Modules.Unlockables.Terminal_TextPostProcess (On.Terminal+orig_TextPostProcess orig, Terminal self, System.String modifiedDisplayText, TerminalNode node) [0x000a0] in <c68aa40cbbae4bd69cd2fcd50c8f1ae1>:IL_00A0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::TextPostProcess>?-1652409912(Terminal,string,TerminalNode)
at (wrapper dynamic-method) Terminal.DMD<Terminal::LoadNewNode>(Terminal,TerminalNode)```
interesting
especially since I've not changed non-LLL methods π₯²
im back
Terminal Formatter [v50]

what's your modpack code?
i'm gonna try to locate the issue
since i can't reproduce it on my profile π₯Ί
i'll see what you've done π
βΌοΈ
but i won't tell anyone π
the secrets
i've found the issue and fixed it π
didn't even had to start the lobby
to experience the slots moon
π
i have a feeling for client sided mods show me mod and ill say if its client sided or not (:
Hello @snow swift , thanks for making this mod, it makes the terminal much better. So, I saw in the console there are some compatibility patches for AC, LLL, and LL. So, I'm asking here to confirm if this error is a non-issue. By the looks of it, it seems like an error with AdvanceCompany. Can this just be ignored? Thanks in advance for your answer
Oh, that's interesting
What's your modpack code and what version of AC are you using?
Oh, hello! Here's my code: 018f72e9-5516-3ba3-69c1-925fd37416488. I'm still in the middle of configuring some other mod stuff, but these errors seem to pop up when loading a new save file while using AC and TerminalFormatter. My AC version is 1.1.27
alright, i'll try to see what's the issue π
I tried disabling some of the nodes on TerminalFormatter to see if it could be fixed like that due to some incompatibility, but I believe that even with all nodes unchecked, the error still persists. Thanks for taking a look at it, I appreciate it
yeah, this error is from my patch to get all registered items in the game
it shouldn't be an AC issue, but - honestly - i have no clue if something even changed in the versions since i used it last time
i think I had this issue way back on older AC versions. I haven't encountered weird bugs because of it, but right now, I'm trying to mitigate errors on my console. That's why I'm asking
hello!
By any chance have you checked this?
π³
i might've forgotten to do that
i'll check it rq
oh my god the vanilla terminal is going to drive me crazy
i just want to display a text when route is locked π
nevermind, i'm a dumdum

why is it working like that
lmao
now i'm very confused
I've made all moons have price, and with Price filter, so you only see Exp
but idk why It shows all of the vanilla moons instead of only exp
that's really weird
because it's displaying everything normally in the logs
and running it for the second time fixes that π
interesting
yup lol
what would it be?
i thought that setting all nodes to clear previous text could be the culprit
but no
so the only thing that could be the issue is the fact that it's finishing too fast
lol
i've changed the filtering to none and it's working normally
what the fuck π
wat
alright, i think i know how i could fix that, but i'm gonna need to rewrite a few things
so it's not coming today
π
oof
i'm gonna change the method i'm hooking on
but it was causing me issues last time
and it's 11pm for me today π₯²
dw, with what can be fixed it is perfect for me
@snow swift The problem is that on the moon list, some of the moons don't show up on the list; as if there isn't enough room? I'm not sure. I'm not even sure if it's a TerminalFormatter problem, because I've had this issue with other terminal mods and without them.
The custom moons I'm using atm are: Fallout, Echelon, EchoReach, PsychSanctum, Nyx, Crystallum, and all of Wesleys Moons. Some of Wesleys don't show up on the list and a couple of the vanilla moons don't show up either.
blud forgot how to type
hmm, that's interesting
what's your modpack code?
any idea why sometimes the terminal in game defaults to the vanilla moon list?
got it again, not sure why
Are you using TerminalDisplaySync and DarmuhsTerminalStuff?
If you are there's an option that needs to be set to false in DarmuhsTerminalStuff for compat
This
I'm using neither of those
Hmmmm
ok yeah changing nothing, it sometimes doesn't break
@snow swift 018f79c7-5ac6-2910-abe7-816728d63c7d
would also like to point out that the moons that I can't see, can still be accessed by typing in their names. The problem is that we just can't see them.
Sorry for the late replay but yes I do
Some moons are defaulted to not show on the moons list. Have you changed your settings to make them show up? They are supposed to be "secret moons"
Just curious because you mentioned vanilla moons do it also, which is what is supposed to happen for some of them
#1213797469192855553 message
I have literally no idea what else could be causing that other than "it's too little moons so my function finishes before the vanilla one"
so I need to rewrite my mod to hook to a different function π€
That might be the issue then, try disabling it and let me know if it solves it
ic
all my moons have these settings. I have 36-37 moons, and it seems the default display in the terminal only shows a max of 33 moons. I'm not sure how to increase that max number
alright, i can see 33/37 moons
the missing ones are:
- liquidation (it doesn't really exist tho)
- artifice (vanilla hidden)
- starlancerzero
- cosmocos
so it checks out
oh wait, it's 38 total
EMBRION, right
it's a vanilla/LLL thing
if you want to change moon settings in LLL config, you have to set true for every moon you want to change:
and regen your LLL config cause it's a lot
Unfortunately I just checked and I actually don't have LC_API anymore, so it wasn't causing the issue
alright
what's your modpack code?
@snow swift What do you think of changing this to say something like "(Not enough credits)" if the amount is under 0 instead of displaying negative credits?
Because you can't have negative credits anyway
make a lethaldebt mod π
Not making quota just ejects you IRL
Yeah, I'll change it when I'm gonna work on this mod again
OH, i remember
i wanted to have the amount crossed if there wasn't enough credits
and couldn't get it to work π
i'll change it in the next release
018f891f-39d8-455d-4097-7fec76652ab0
One message removed from a suspended account.
yo the store doesnt work like at all
And the logs/modpack code is...?
018f8bba-7e49-95c4-3de3-466a76384966
interesting
I'll take a look later
in the meantime you can disable Store node in the mod's config @lofty rover
okay thanks
How is the TerminalSync mod supposed to work btw? The terminal didnt show anything when my friends were on it
Do we need to install a Always on display mod for it to work @snow swift ?
yeah, it was designed around that
So I should enable it like in Cozy Improvement and that would work?
it should work, it wasn't tested
is this related to #1213797469192855553 message ?
ig idk i just came here and said that
i have like a whole lot of moons and only like some show
are you using LLL?
yeah
some moons can be set as hidden in LLL's config
for example Cosmocos, Starlancer0, Artifice, Embrion
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
TerminalDisplaySync.Networking.OnTerminalTextChange (System.String newText) (at <963da1826d274a3ebe808543dcf404ee>:IL_0017)
LethalNetworkAPI.LethalNetworkVariable`1[TData].ReceiveUpdate (System.String identifier, System.Byte[] data) (at ./Variable/LethalNetworkVariable.cs:175)
LethalNetworkAPI.Networking.NetworkHandler.UpdateVariableClientRpc (System.String identifier, System.Byte[] data, Unity.Netcode.ClientRpcParams clientRpcParams) (at ./Networking/NetworkHandler.cs:204)
LethalNetworkAPI.Networking.NetworkHandler.__rpc_handler_1641402893 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <c7d81d1066af4d6cbf2e2e82c34b7b0f>:IL_00B5)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
TerminalDisplaySync seems to just not work at all
In fact I can't see what my friends are typing on the terminal completely
this error seems to be thrown any time after sending the text to clients (I was the client this game)
it's like if it's not able to find the terminal
π
so it's sending it normally, but breaks when receiving
I'll take a look when I'm back
[12:07:42.4018306] [Warning: MrovLib] CompatibilityBase Constructor called, GUID: com.malco.lethalcompany.moreshipupgrades, Version:
[12:07:42.4023372] [Warning: HarmonyX] AccessTools.Method: Could not find method for type MoreShipUpgrades.Managers.UpgradeBus and name ConstructNode and parameters
[12:07:42.4078902] [Error : Unity Log] NullReferenceException: Null method for TerminalFormatter LGU
Stack trace:
HarmonyLib.PatchProcessor.Patch () (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0001d)
HarmonyLib.Harmony.Patch (System.Reflection.MethodBase original, HarmonyLib.HarmonyMethod prefix, HarmonyLib.HarmonyMethod postfix, HarmonyLib.HarmonyMethod transpiler, HarmonyLib.HarmonyMethod finalizer, HarmonyLib.HarmonyMethod ilmanipulator) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_00031)
TerminalFormatter.LategameUpgradesCompatibility.Init () (at <78e1d85eed684d239f1b5577d6ab7bb6>:IL_00043)
TerminalFormatter.LategameUpgradesCompatibility..ctor (System.String guid, System.String version) (at <78e1d85eed684d239f1b5577d6ab7bb6>:IL_00015)
TerminalFormatter.Plugin.Awake () (at <78e1d85eed684d239f1b5577d6ab7bb6>:IL_0016c)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()
Sorry.
Yup. Unfortunately I can confirm the newest MoreShipUpgrades update breaks terminal formatter...
At least it broke the moons node
π₯Ί
oh no
did you remove the old UI completely?
It still uses CustomTerminalNodes.
Though each are built on each upgrade.
Unless you are asking a different thing.
at MoreShipUpgrades.UpgradeComponents.TierUpgrades.EfficientEngines.GetDiscountedMoonPrice (System.Int32 defaultPrice) [0x00006] in <fc5bc930c3ab43a2b5db51085d28b511>:IL_0006
at (wrapper managed-to-native) System.Reflection.RuntimeMethodInfo.InternalInvoke(System.Reflection.RuntimeMethodInfo,object,object[],System.Exception&)
at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x0006a] in <787acc3c9a4c471ba7d971300105af24>:IL_006A
--- End of inner exception stack trace ---```
huh
Did you disable any upgrade?
no
Hm
this is fresh install of lgu
I didn't touch that though.
wait, i didn't upgrade interactiveterminal
let me check again
yup, mea culpa
it's working now

updating thunderstore rq
i've disabled my patch for your "old ui" lgu command
and it's working great
that issue was a jumpscare π
Ah yeah, the old store.
Yeah, I wasn't using it anymore so there was no point having it.
minor thing. meteorshower is a long word π
this happened after I add terminaldisplaysync
dont have logs tho
terminalformatter showed briefly then reverted to vanilla terminal (and other moons didnt show up)
Prolly because sync grabs the node and shows it to everyone (you included), without the post-processing.
Or well, old post processing.
that's interesting π
@snow swift finally going to fix the bug between selenes choice and this
only happens if the moons are very few so yeah I think its just that this takes until after to load and that is why it defaults the moon list to the vanilla 9?
so i can fix by just adding like a second delay on my mod probably?
and this would be just to intially load it, not constantly reload the moon list so that it would only be at start?
think I fixed it by just adding a wait for 3 seconds coroutine between my methods
Huh alright
My plan is to hook my mod to a different function so my replacements are executed later
and that's gonna avoid the issue
but that's in the future π
as a bazillion other things that are on my list
It might be a dumb question, but why is the store in alphabetical order
i would appreciate if it wasn't
is there a config i can change?
right now that's the only sorting option
you can disable the store layout altogether in terminalformatter's config
Nodes > Store > disable
thx
is it normal for there to be less than three decorations in the store?
never really noticed it before so if it is then I've just been lucky π
if you buy some
they're not gonna get displayed
so yes
@snow swift How long does it take? This is a 3s delay rn?
I don't understand why the logs are always right and it just isn't in game
#1213797469192855553 message
if you don't add a delay on every new node loading, it's not gonna matter
So the plan is for you to fix it on your end?
because my mod finishes before the "outside" vanilla function
so my output is overwritten
it's a weird race condition
I try to
yes
ah ight, so ig just disable it for now? How long until you plan to move it?
what is the difference between TerminalDisplaySync and darmuhs terminalstuff network config?
prize changes from #1213985212686532638 don't seem to apply to the terminal's prize display
That's interesting
does the confirmation page show a different price?
yeah it does
yeah I do
no way πππ
what's your modpack code? i'll check what's happening today π₯Ί
I'll send it in a second heheh
018fde4b-3e46-8e87-7e59-c99978c91b3f
sorry for the wait hehe
there it is π
thanks!
huh
so i'm using two different references (one to NodeCost and one to LLL's route cost)
and the LLL one is wrong
wdym? did I mess up while configing something or?
nonono
i'll need to figure out how does LQ interact with LLL (or even if it does)
becuase that's an issue between the two of them
ahhh alright
I don't use LLL in that pack though, what you mean is that you grab from LLL's route cost config or smth?
oh wait
what
OH
my bad
OH NO it's my issue
i'm an idiot
can you see the issue? π€
i'll push a fix asap
sorry for breaking your game (again) monty π
yup, I can totally identify it by looking at this picture
HAHAH IT'S GOOD DW
is the list just hard coded to be that way or smth
i did it like that, yes
I have a plugin that makes all moons free to access, however, when I use terminalformatter the cost of the moons still appears, how do I make it so only the moon weather appears and not the cost?
its not like a big deal just would rather only see the weather if at all possible
I am using LLL
I just went in and manually set all the prices to 0
Just figured I could turn off the price from showing using Terminal Formatter, but maybe not haha
Also how do I sort by different variables in lethal?
you should be able to do preview weather and only planet names + weathers should be visible
in LLL you can do sort price/difficulty
and others (i think)
okay great, thanks for the help π
3 of the same moons Profit x3!!
Nom nom.
These are pairs, not dictionaries.
those are just mistakes
it's gone now π
lol i had the same problem last night
it was funny
my friend was like "why is there 3 dines and all are free"
i was gonna send this today
What's your modpack code?
018fe3c0-0126-7f6a-e70a-9422c2318a80
it's just everywhere
on lobby start it was normal LMAO
then afterward it just... does that
Sounds like you aren't resetting the list when making it again, lol.
wdym?
Like it keeps adding up.
oh i thought you meant something on my side was causing the issue or smth hehe
i restarted the game
and it was normal
then i quit
opened the lobby again
and it was double
then i repeated the same thing
and got triple
it's increasing each time you start a save

what do you mean? π₯Ί
offense shouldn't be 700, neither dine 0. idk why it was like that
could be another mod but...
it was supossed to be showing the difficulty too...
Is sorting by moon difficulty broken?
it's only happening without LLL, don't worry
hell yeah! thanks goat <3
thx 
I thought this mod patched this bug?
h
I ordered night vision goggles and got peepers
@snow swift uhhhh is everything in the shop connected up wrong?
all the prices are taken from different items
yeah
nv goggles is peeper
peeper is wheelbarrow
medkit is nv goggles
hmmm
so
the shop page and confirmation page have two different prices?
Which one is the real one?
what's your modpack code?
uhh ok so the I can tell what will actually come based on the second value in the confirmation page
018fee6a-91d6-b687-5f58-52b9763f045f
hm I can't replicate it
huh
Yo mrov! I'm having a issue with the moon Absention by battlegoats. With terminalformatter that moon hardcrashes
this with 251 mods.
018ff8f3-f2e2-066e-dce5-f6b9438af3a4
but i tried it with just Absention and terminal formatter and that didn't work neither! So it isn't a compadibility issue with anything else, so just try with those two
Here is a pack for that
018ff8f4-5e80-4f67-4407-658b1cb68e9e
that's really interesting, I'll check it out and let you know what's happening
I'll think about it, no promises tho
I think I have a compatibilty issue with this mod and https://thunderstore.io/c/lethal-company/p/Alice/YourOwnPersonalBoombox/
the boombox mod uses pbA pbB pbC, etc as a prefix for the purchasable boomboxes, however when I have both enabled it will only purchase pbA regardless of what I replace the "A" with. Going to try and have either a friend or LadyRaphtalia confirm they have a conflict between the 2 mods later, but maybe you know what might cause this off the top of your head?
is it happening with https://thunderstore.io/c/lethal-company/p/SylviBlossom/TerminalConflictFix/ installed?
yes
these and LateGameUpgrades are my terminal related mods. Your's temporarily disabled while testing my configs.
just in case it helps, here is my current modlist:
ΓΆ
@north stone @snow swift My friend made a new profile with only the 2 mods + dependencies and said he had the same issue
here is the modlist they sent me: BepInEx-BepInExPack-5.4.2100 Alice-YourOwnPersonalBoombox-1.4.3 TeaBaggins-Galaxy_News_Radio-1.0.1 Nyaneko-StupidBoomboxMix-2.1.2 mrov-MrovLib-0.0.9 mrov-TerminalFormatter-0.2.13 Evaisa-HookGenPatcher-0.0.5 SylviBlossom-TerminalConflictFix-1.2.2
with and without terminalconflictfix
well... crap, this is what I get for doing things halfassed. actually bought the boombox now that I have an off day, turns out it purchases the correct item.
see here:
[Info : Unity Log] Could not build 3
[Info :TerminalConflictFix] Parsed "pbbgalaxynewsradio" with 3 letters
[Info : Unity Log] Parsed word: pbb
[Info : Unity Log] noun keyword: pbb galaxy news radio ; verb keyword: buy ; result null? : False
[Info : Unity Log] result: buyBoombox(Clone)
[Warning:TerminalFormatter] Possible nodes count: 2
[Warning:TerminalFormatter] Resolved Item: pbA Futurebass(Item)
[Warning:TerminalFormatter] Found node: Buy
[Message:TerminalFormatter] New display text:
ββββββββββββββββββββ
β CONFIRM PURCHASE β
ββββββββββββββββββββ
Please CONFIRM or DENY the purchase:
ITEM: pbA Futurebass
PRICE: $10
AMOUNT: 1
TOTAL: $5 ($40 after purchase)
[Info :TerminalConflictFix] Parsed "confirm" with 1 letters
[Warning:TerminalFormatter] Possible nodes count: 2
[Warning:TerminalFormatter] Found node: BuyAfter
[Message:TerminalFormatter] New display text:
ββββββββββββ
β SUCCESS! β
ββββββββββββ
Thank you for your purchase!
Your item (1 x pbA Futurebass) is on its way!```
as you can see terminal conflict fix gives the correct result "pbbgalaxynewsradio", however Terminal Formatter receives it as "pbA Futurebass(Item)" but then lets LC buy the actual item.
it even gives the correct price for the total.
Modder of the personalboombox here. The visual text bug, is that something I could fix on my end or something on your end? Since it seems to only occur with my mod, it seems like a something I would have to fix but I don't know how you generate your visual text for when you buy something
oh, so it gives you the correct item (and price), but displays a wrong thing?
I'd need to check what's going wrong on my end, I'll let you know when I look into it!
Alright tired man
yeah, correct item, deducts the correct amount of money, but displays the wrong item and price. and console gives the wrong item is on the way : "Your item (1 x pbA Futurebass) is on its way!"
how to change sorting ?
without LLL it's (currently) not possible
if you're using LLL you can do sort <price/name>
okok
Yo! Found another moon that hardcrashes with terminal formatter active
Twins by Widerstein. Still have no idea why
might be more on their side tho
i was just about to report this bug 
it doesnt happen on the first day too
which is odd
Happens sometimes on the first day! but now Twins is updated and working perfectly. So it's probably more on the moon modders side
Absention seems to be dead. And their is no way of contacting the modder
damn
I'll be back home tomorrow, I'm gonna keep y'all updated π«‘
i've just checked your modpack
what the fuck π
that's the weirdest thing i've seen yet
so it's not loading on that modpack
but somehow does on my testing one
that's super weird
hahah it's even worse now if you want to check, huge modpack tho
01901c0a-6eb8-4cad-25c3-1402fa7c5b35
That is really weird! I tried a clean modpack with just Absention, the essential dependencies and terminal formatter, still hardcrashes
altho it hardcrashes just 90% of the time on both packs. Sometimes it works on the first day, other times it does not
thought it could be good to check out to ensure older moons work.
Seems to just happen to moons that haven't been updated in a while, so i assume it's something to do from the moon modders side
Alright, even weirder now. Now it crashes even without terminal formatter (clean modpack without anything else), so it's not even connected to that. Sorry that i bothered you about this! My initial testing it worked without terminal formatter so i just assumed that that was the problem.
But now it just seems like a problem with the moon itself
replaced it anyways so it doesn't matter
Don't worry, I'm happy to help π
I've pulled the lever and the game instantly gave up
Without any relevant logs
Multiple times
I would honestly come to the same conclusion
something in that bundle tries to load and cannot
so the game gives up
sadly
it's a shame there's no contact with the creator tho
yaii, thats sounds about right! unfortunate cause it's a nice vanilla like moon
glad i'm not stupid atleast hahaha
π
Okay, i've checked what's going on
this code always resolves to the first registered boombox (bbA)
i think it's because all of them are named the same:
i'm gonna try patching that
heeeeeey
i've checked what's going on
and my suspicion is that because all boombox node names are the same my mod confuses them
so (i think) the fix could be as simple as:
changing the name of the cloned node
i'll see if i can whip a simple transpiler to add that
to check if that would be the case
i can confirm - that is the case
shouldn't be relevant, but that's how i did it (to emulate my propsed patch's result):
[HarmonyPatch(
typeof(PersonalBoombox.Patches.TerminalPatch),
nameof(PersonalBoombox.Patches.TerminalPatch.CopyNoun)
)]
[HarmonyPostfix]
public static void AddToTerminalKeywordsPostfix(
PersonalBoombox.Patches.TerminalPatch __instance,
CompatibleNoun target
)
{
if (target != TerminalPatch.buyNoun)
{
return;
}
Plugin.logger.LogDebug("Adding to terminal keywords");
// generate random 8-letter string
target.result.name = "buy" + Guid.NewGuid().ToString().Substring(0, 8);
}
and it started working
You're amazing, thank you.
strange sequence of bugs, got it. thanks for the help
Hey @snow swift did you updated this mod recently?
remember my bug regarding the moon list loading?
I just noticed it has been fixed
GeneralImprovements has a option to show hidden moons in the terminal catalog, like this
but for some reason when i have Terminal Formatter, that option gets override, and the hidden moons never show up even after being discovered
it's not a big issue, but i appreciate if it was fixed
I've not yet actually fix that π
Has the scrolling issue been looked into yet for moon lists with many moons?
It's gonna be there in the next release
I think I know the solution, I'll try to implement it this week
I'm trying to go through the backlog
and my god, there's so much stuff
I was told this was an issue with GI and LLL
https://thunderstore.io/c/lethal-company/p/IAmBatby/DisplayHiddenRoutesAfterTraveling/ Just use this mod
It works
this is a great option aswell! If you don't want to travel to the planets to unlock
Thx for the mods recommendations, but i will wait the next update π
Beatiful
what order is this in?
There're more dungeons than I remember
probably load order then?
it would be nice if there was a setting to make it ordered by weight, alphabetical order, whatever else π
Is there a way to make it so that the moonlist isn't separated into groups of three or whatever and just have it as one, big group with no spaces in between the lines? I have over 50 moons in my profile and when I scroll, a lot of them are skipped over :/
Honestly, exactly like this except with moons instead.
so the funny thing is that in vanilla its just a large text box in unity I think
I think you can just group it by like 100 yeah?
but even then 50 is a lot so it may skip past them when scrolling
I'm not sure how easy it would be to make the scroll speed configurable
or dynamic
but uh yeah selenes choice helps with that by limiting the moons shown at a time, one of the reasons I made it
Tranquility Manor?
It is, nvm I answered my own question
yes
If this is possible, how does one do this?
maybe setting this in LLL config really high?
I forgot if terminal formatter uses that value
Oh wow. I didn't even know that was a config option in Lethal Level Loader. Yeah, that helped out a lot, thank you.
Yeah, that would be ideal. There was a mod that did that but I think it got deprecated :(
this is planned for next TerminalFormatter release
Awesome. Thank you.
Hello!
I've found out that the text of the weather can skip the line of text
ohhh π³
Is there a way to fix it?
hi
idk if this bug come with this mod but i need more clues
description: after someone got teleporter (i thinks) an item of the ship keep getting bugged, and the song of item getting into ship repeat infinitly
this only stop the moment where all players respawn
only the host get bugged and hear the song
when the host bug he can't interact whith anything and can't vote for ship
Hey, it's not my doing but I know what is the cause
Sadly I don't know any mod that fixes that (yet)
The only way to fix that is to reload the lobby/game
π
do you know wich mod it is ?
thanks for the anwser
AFAIK there isn't a fix for that
What is the mod who cause that ?
it's a vanilla bug
sometime when a dead body is teleported it can cause a total chaos
In case anyone was wondering since this topic was brought up, this mod allows you to adjust the scroll increment amount for the terminal among other things:
https://thunderstore.io/c/lethal-company/p/pacoito/StoreRotationConfig/
Not implying that mrov shouldn't still go through with this, they can and will do as they see fit. Just thought I'd mention it.
TerminalNode must be instantiated using the ScriptableObject.CreateInstance method instead of new TerminalNode.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.ScriptableObject:.ctor ()
TerminalNode:.ctor ()
TerminalFormatter.Plugin:Awake ()
Mod dies with profiler
bad mrov
π
I agree we need to put him in his corner XD
That should be a warning.
You can't buy a Rocket Launcher from LethalThings with this mod enabled
Is there a way to disable filter commands?
It's super annoying
Why can't you?
Lol
if you write rocket launcher
Add TerminalConflictFix
That should help
That is absolutely hilarious though
XD
Mrov moment
π
I unfortunately had to do away with LethalThings because I got tired of my grab prompt being all janky and buggy
I do miss it though
Thanks, I'll try it out
@robust drum Do you plan to update it after V55 comes out?
I have a feeling V55 might break LethalThings but who knows
we'll see
@snow swift whatever happened to that TerminalFormatter update where you said you were gonna make it required to type Filter first? XD
I hope you get around to it π₯Ί idk what all you were planning for it besides fixing existing issues and bugs because it's been a while since we talked about you updating it lol
Which tbf the biggest issues atm I'm aware of are it messing with the grab prompt and the toy hammer staying around after dying or being fired XD
toy hammer i've seen, never heard of or seen the grab prompt problem you're talking about
That got discovered in the LGU thread after WhiteSpike added the mechanical arms upgrade lol it basically causes the grab prompt to show up when you can't actually grab something and you have to get like right on top of the item to actually grab it. That bug plagued me for like 2 months and I didn't know what was causing it
GeneralImprovements somehow would cause the same issue if you enabled masked enemies having nametags
Lol
It might not be a bug that happens without LGU haven't tested it could be it bugs out due to a conflict somehow in it's code
oh yeah, that was a thing lmaooo
use the conflict fix mod, it should handle that
I've checked and terminalformatter might not show the Cruiser buyable right now (becuase it's registered in a different way than items)
so that's gonna be fixed in a future update?
when? i wish i knew π
at least it's still buyable
@snow swift speaking of Terminal Formatter I was wondering if you could add a way for other mod devs to self-identify their store item's category? I know my upgrades already show up in the right spot but want a foolproof method in case i gotta do something wonky 
i'm planning to do a sorta-API for that, no ETAs or promises tho π₯Ί
and I'm assuming that would cover adding items under custom categories as well, right? π
ooooo
that would be neat
maybe one day, you could add a config option to display store items separated by mod
anyway, was just curious since I saw this thread active today 
alrighty π
I'm trying to make and push an update to TerminalFormatter for like a month
I just cannot bring myself to do it
It's just π
lmao i feel it, always hard to find a happy stopping point
@snow swift not sure if this was an issue before when we first tested. But my upgrade commands show in both furniture and upgrades π
im guessing this is an issue with my solution to getting store rotation config not to break when I add the nodes to shipdecorselection
now rather than at the terminal awake patch I am adding them much later, right after this log message specifically https://github.com/darmuh/TerminalStuff/blob/18dd05b851dc444cc899b961576e334bc19f2144/DarmuhsTerminalCommands/PatchThings/MyTerminalPatcher.cs#L149
I wonder if you could check for duplicate terminalNode/creature names. I'm gonna do some further testing
yep, looks like if I dont add it to the shipdecorselection at all then the store looks how it should
im gonna add a soft dependency for now where if Terminal Formatter is detected I skip adding them to the decor list
hey, is there a way to get Artiface and Embrion to show up by default?
i'm working on it π
ahhh got it thanks
i had tried using LLL to change the moons to non-hidden and general improvements, but LLL didnt work and General improvements just overrid the entire thing so figured id ask
MoonUnlockUnhide
It's what I've been using
noted, ill use that until the mod has an option for that, thanks
π
like the MoonUnhide, add a blacklist to avoid testing moons from appearing (I don't know what mod has that test moon but it's on my modpack somewhere)
thanks, made it myself
what did you make π
terminal formatter
yw
im gonna triple check, but i don't think that the show hidden moons is working for me
does in fact not work
I will check why, thanks for reporting the issue
It's LLL
i haven't touched anything in ages π₯Ί
noo, it's on my end
i would have to go through all ExtendedLevels and make them visible
and i don't exactly want to do that, so i'll find a reasonable solution
why is that something you dont wanna do
i just think it's outside the scope of terminalformatter, quite frankly
i'll just make this a separate mod π
dope thanks
the whole patch is literally 4 lines of code π€
π
huh
any idea why the price/owned formatting in terminal formatter gets messed up if I use it with darmuh's? any way to fix this?
In the upgrade section there's a long ass name caused by darmuh
this is fire update
why is TerminalDisplaySync deprecated?
Because darmuhsTerminalStuff works now, it was created at the time because syncing the display with darmuhs mod was incompatible with TerminalFormatter
huh!
I can still keep the mod up without any issue tho right?
I'll give terminalstuff a look too I've never heard of it before
that mod was my quick experiment titled "can I do it in short amount of time?"
and the answer was "maybe"
and then darmuh pushed and update
and my stuff isn't worth keeping for the incompatibilities it might cause
Hi there, I was testing stuff just now for my friend group's modpack and Terminal Formatter got an update and it seems to have broken for me?
i know about this, i've fumbled it completely
i'm pushing an update to MrovLib + TerminalFormatter right now, update them both and it should be fixed π«‘
sorry for the inconvenience
Oh neat. I've got a lot of your mods in my pack, keep up the good work.
i remember there being a setting that made all the planet numbers the same length (41 experimentation becomes 041 experimentation, 220 assurance the same, 56 vow to 056 vow, etc) but i can't find it. i might be misremembering a setting from terminalplus, and if so i think it might be cool if it was added to terminalformatter
This was in terminalplus, I'm gonna add it later
would you consider adding a feature to make scrolling through the terminals screen slower
i dont have this setting in the config
is this a recent version feature
i thought the recent version was for v55 beta
so i never updated it
i see
ok
i still dont have it lol
this is the right config yes?
i just updated it
i even loaded into a save file to make sure the config updates
oh maybe thats why
ok let me see
yeah that was why
thank you
(i guess i only really needed to know if the updates were for v55 lmao)
no worries π
and also: please check if changing the setting work π³
cause I've tested a few things, but I cannot remember tbh π
Hey Mrov i have a feature idea
Would it be possible to add a config entry to specify the moon order in the moons page?
So I can for example put Aquatis between Vow and Offense
I change the prices and then Sort via Price
thats why you should use LLL π
Then maybe would you be able to implement something like that π₯Ί ?
I'm pretty sure LLL lets you do that?
in the config
the closest to that is this option
Don't tell me it also takes moon names π
alright so I am not just stupid
You almost got me there π
π₯Ίπ₯²
No frl tho
itβs setup so you should just be able to chuck a list of extendedlevels at it and itβll work
Can we have items sorting by price?
Does this still work?
it's planned, no ETA atm
noice
Yippee
Please fix WeatherTweaks too btw, so many combined weathers are fucked lol
Eclipsed + Rainy is just Eclipsed with Quicksand
this should be already compatible with the future LLL's custom vehicle implementation π
How would I inject into that list btw
as in a new item?
potential forklift?!!?? π
Like my hoverboard
How would I put it into that tab
Without LethalLib needing to change how it works
List<BuyableVehicle> buyableVehicles = Terminal.buyableVehicles.ToList();
all BuyableVehicles are registered in Terminal
so you would have to register yours there
and voila
yeah, probably
i know that LLL plans to do a proper implementation of custom vehicles
so it's probably gonna cover magnets and other things as well
0.2.18
- added support for v55's BuyableVehicles
- fixed an issue with
Storenode not separating upgrades into groups correctly
π³
3 crusiers? what a steal-
good deal
0.2.19
- fixed an issue with
specialNodes.ToArray()returning null values (thanks, @ashen pier) - fixed an issue with Company Cruiser appearing multiple times (thanks: @cunning kayak , @chrome pike )
π
mrov fix plz
Hi, do custom discount from late game upgrades mod work on modded items with this mod?
Moon discounts should apply, are there any others?
Welcome back π«‘
item discounts (there a system for having more discounts)
mmhh my moons discounts don't work too
do you wan't my code ?
So I was getting issues where I could not land the moon
I heard it was a 3 way conflict,
this mod, weather registry, and 1 more
sure, send me it, I'll take a look
that's interesting


