#Terminal Formatter
1 messages Β· Page 4 of 1
0190a2af-6b5a-c8a4-45ea-90c4b0cfa609
thats what someone told me, it was AC, but I didnt have AC
What's your modpack code?
even without terminal formatter I am having issues, so its not an issue with your mod im pretty sure
It's the no console spam mod
Something like that
New update for it didn't let me land either
Had to downgrade
oh async loggers?
i dont have that mod
You need to regen the config is most likely why, the dev really needs to setup the mod in a way where the config doesn't need regened everytime it updates
Ah alr, ill try that
It's probably cus it added section text for compat with Gale, so just delete the config and regen it
It works now, thank you<3
Yw ^^
I do have an issue with terminal formatter's new update tho, where terminal stuff's main menu screen does not load properly
Tho this issue is happening because I'm using AC, when I'm not using AC it seems to be working fine
That's because mods no longer provide support for AC
So it's not something for Mrov to fix
Yeah ik
Just thought to mention it
Your best bet is to try and move on from AC if you want no compat issues
I want to but it's kinda hard when you want all the features it has, sure I can replace it with 10 others but there are some features that are irreplaceable (as of right now at least)
Really wish someone makes something as good (also be a decent person), tho I feel like that's not happening anytime soon
That's interesting, I'm not touching the main screen π₯²
Yeah it's weird
Everything else seems to be working fine tho
Like the door command and the overlay command
Iβm dying for a mod than lets me multiply the power level of moon enemies by a global percentage
anyone else getting a null refrence exception when trying to scroll in the terminal?
DBJ?
Dunno what it means either, the entire log might help yeah
alr one sec
should i remove that mod? and send a log or just send the log in general
heres the log output
is there anywhere i need to upload it or is just here fine?
i can check
Btw @snow swift the confighandler broke?
Is that the same lib error as in the other thread?
MassiveNewCoilers-FixCentipedeLag
Yeah it's weather registry
I think u can get rid of this one, known to not really work, but it's not the cause of ur errors
install PathfindingLagFix in place of this
i had both of them on lol
I've got interrupted in the middle of updating, will fix all of that ASAP
PFLF will cover the centipede i believe so you only need that one
thanks man
oh awesome
that works for me
what do you think it could be then? i did remove that mod though. thanks
Weather registry, he's working on updating it rn tho so dw
oh my bad i didnt know if that was related. thanks for all the help
How dare you
π³ π
I can chime in a bit on this, used this mod a while back with some older builds. Technically it works, but I do know it can affect log output, and may actually hide certain error messages that would otherwise be useful for identifying issues with mods that are actively being updated. Best advice is to skip this one in favor of reporting bugs to authors for their mods as they come up.
seems like the node for buying the cruiser does not account for if you have a warranty, it always acts like you're purchasing it but does not cost anything if you have warranty
Question, is this mod compatible with the menus included with TooManyEmotes and Reserved Item Slots?
i think so
if anything's wrong/not working, let me know and i'll get to it
it's just i haven't tested it
Yes
Have not had issues
yippee π
However when using Gale and TerminalFormatter and ReservedItemSlots, reserved item slots breaks randomly. Probably config issues with Gale
huh
After the first time we play my friends who use gale have their reserved item slots stop working
Itβs probably unrelated to terminal formatter
just noting I had it in the pack when it happens
i assumed that
but it's still super weird that it even happens
Yeah who knows. Iβve seen other people reporting some config quirks in the recent mod manager updates
Iβm back on r2 for a bit but Iβll try it again in the near future
my friends and i all use gale and this does not happen to us
also @snow swift please check out when you have time
saw that, will check out
well, thatβs good I guess π
i would replace this with pathfindinglagfix by zaggy1024
it not only patches that but also patches the FPS drop caused by brackens and spore lizards
are hazard levels displayable yet
without LLL? no
I'm experiencing a strange bug that happens when I have both NewTerminal and Terminal Formatter installed:
Whenever I try to scroll inside the terminal, nothing happens and the following error pops up in the console/log (every time the scroll wheel ticks)
[20:36:41.8846461] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
TerminalFormatter.Patches.TerminalScrollMousePatch.ScrollMouse_performed (UnityEngine.UI.Scrollbar scrollbar, System.Single scrollDirection) (at <117189e0dbe942baba764aeab97d8583>:IL_0001)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::ScrollMouse_performed>(GameNetcodeStuff.PlayerControllerB,UnityEngine.InputSystem.InputAction/CallbackContext)
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.Logger:LogException(Exception, Object)
AsyncLoggers.Wrappers.Unity.<>c__DisplayClass4_0:<LogException>b__0() (at ./src/Wrappers/Unity/AsyncLoggerWrapper.cs:36)
AsyncLoggers.Wrappers.Unity.<>c__DisplayClass28_0:<wrapCallback>b__0() (at ./src/Wrappers/Unity/AsyncLoggerWrapper.cs:136)
AsyncLoggers.Wrappers.JobWrapper:LogWorker() (at ./src/Wrappers/JobWrapper.cs:84)
AsyncLoggers.Wrappers.LogJob:Execute() (at ./src/Wrappers/JobWrapper.cs:68)
Unity.Jobs.JobStruct`1:Execute(LogJob&, IntPtr, IntPtr, JobRanges&, Int32)
[20:36:41.8846461] [Error : Unity Log] NullReferenceException while executing 'performed' callbacks of 'Movement/SwitchItem[/Mouse/scroll/up,/Mouse/scroll/down]'
hmmmmm
well
i don't really know what the issue could be
does that happen without NewTerminal present?
It does not; only when both are together (separately, they both seem to work fine)
π₯²
Welp
This would be a logical mid conflict
The hidden moons arent displayed even after I enable the "Always display hidden moons" any ideas how to fix it?
MoonUnlockUnhide
Ill get that, thank you
Can this unlock them too?
you bet
Just add βand unlockβ π
bro's working non-stop on weather only
the chances of the Bestiary and Storage reworked page breaking the game is less likely then the weather 
just a decoration wouldn't hurt
do it
where are you gone to?
Cant believe mrov is gone till january 9th
45 day goon sesh?
nah, but for real
I have to work on finishing my diploma, and I'll be taking the whole month off
so I don't have any unnecessary distractions
good or not, this is the part of my life I'm spending most of my free time on
and I don't have much left π
Lmao didn't realise 9th wasn't august
You're coming back on September?
Thatβs European lingo for a college degree right?
Hey is it possible to filter modded moons?
Huh? Diploma is usually used to refer to highschool
At least in my locale
Yea he means college diploma aka bachelors degree
Imagine suffering.
π
anyone have a fix for exclusively the moons page showing the base-game format, including not listing any modded levels?
fix - as in this mod displaying the formatted list?
if you're not using LLL it should use that
if you want the moons page to not use TerminalFormatter's formatter - disable Moons under Nodes in the config
nah i fixed it
i just deleted the config file and it was fine
not sure what i activated to mess it up but probably that
Iβm gonna do something so oiled up here
is it later yet
You will have to see their later calendar.
It's probably the same as some people's "urgent" classification.
Windows edition π³
Looks more like an old bios screen
π³
"I'm having some technical issues with my terminal" π€
thats my color scheme lmfao
NOO
Encountered an assumed incompatibility between Terminal Formatter and LLL's newest updates. For some reason I can't scroll down, but it's resolved when disabling either of the aforementioned mods.
i have cooketh
TerminalFormatter 0.2.20
- cleaned up some code
- debug logger will now use MrovLib's settings
- set terminal's font size to not change in moons catalogue
- things will be correctly reset on lobby reload (thanks, @opal solar )
- reworked how the nodes are replaced (thanks: @south dust , @coral palm )
- fixed an issue with
Moonsnode not displaying LLL's override info (thanks, @coral palm ) - fixed an issue with moon numbers not being aligned correctly (thanks, @tall quartz )
and also: thank you for 1 million downloads
Mrov cooking even when he's supposed to be taking a break
holy shit that is an amazing thing
Congrats bud you deserve it
π
im undownloading
999,999 downloads
L
there isn't a 0 at the start...........................
and now everything is ruined π
π₯Ή
let me get a quick fix for that
mrov. break. take it. π«
this is the moment, yeah π
perfect
shoutout to Fray from hit mod HarvestMoons
wait it has the same number as eve
uh
oh, that
π π π π π
aaaaaaaaaaaaaaaaaaaaaaaaaa
now i can't unsee it, god damn you
are the prices supposed to be misaligned
something you can work out with xCore maybe?
this is - dare i say it - LLL's thingy
and i'll try to think of a better solution to tackle this
and get in touch with Batby
whats up
OH MY
Womp womp.
ummm heyyyyyyyyyyyyyyy
lmao
so remember the thing you were reacting to yesterday? #1264314686170730688 message
Total commander vibe
the issue i'm having is: because of overridePreviewInfo every mod creator wanting to add their own thing has to recreate the whole line's layout
and it s p r e a d s quickly
Nice.
examples?
#1264314686170730688 message
and when i come in and try to reuse that string, it's getting really bad really quick
so my idea was: an event (like overridePreviewInfo), but instead of replacing everything you could add things after the LLL's formatted string
and my harder-to-do-and-better-idea is: option to add custom preview types into LLL so mod makers could create their own data types to display and it could be changed using preview <custom keyword> π₯Ί
on the former can you give me an example of like the string's progression so i can understand it in my head
whats the order of execution vs. what should be
i might've misworded what i wanted to say
in terms of output that TerminalFormatter wants to output it's unusable
that's from the example i've sent you
and because it gets that long and spread out i'm doing regex shenanigans to fit it
and it's looking like that
and that's where my "custom preview" idea comes from: instead of modmakers having to redo entire moon catalogue code to create those strings, they would only have to:
- register their custom type
- create a method to convert level into string output
and LLL would inject it into the terminal output
i will look at some of this when i can π
you're amazing π₯Ί
TerminalFormatter 0.2.21
- fixed an issue where moon numbers were not the same length (thanks, @tall quartz )
- added
ShowGroupDividerLinesoption (thanks, @tight zealot )
if anything breaks horribly lmk
and that's it from me
I broke π¦
Awesome
Congrats bro<3, well deserved
That sound effect tho.
Have log output too if that'll help find the issue.
thanks, will check that shortly
I might've narrowed down the issue to a mod, double checking now
Yeah, so there might be a third party at play, but I'm reasonably sure there's an incompatibility between Starlancer's Moons and Terminal Formatter
I only woke up a couple hours ago, so I can't say which update broke it, but it was recent.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
TerminalFormatter.Patches.TerminalScrollMousePatch.ScrollMouse_performed (UnityEngine.UI.Scrollbar scrollbar, System.Single scrollDirection) (at <3367b59ea6554028bc5b9e508e2d1b99>:IL_0000)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::ScrollMouse_performed>(GameNetcodeStuff.PlayerControllerB,UnityEngine.InputSystem.InputAction/CallbackContext)
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)
This looks great.
There's a third mod involved. In isolation the two mods seem to work fine x.x god I don't wanna go through all my mods a fourth time in 2 days
I dunno what the log outputs mean 90% of the time, so I've got 0 clue what that error means ;-;
You scrolled after the blank screen?
yeah
That's basically what happens when you tried it.
So some component went poof which makes everything fall apart.
I'm not smart enough for this >.<
What moon bundle are you thinking it is?
Starlancer's Moons
I will say I tried to repro the issue in my own pack and it's fine
It's not
I have his moons
but in isolation terminal formatter works fine
however when I disable one or the other the terminal works
so there's a third mod inbetween the two creating problems, atleast that's what I think
I feel like Starlancer's Moons have been getting a lot of weird false positives recently
He was also blamed for Mirage recently throwing errors when the Mirage issue started like
a few days ago
@topaz plank Sorry you keep getting hit by strays bud
π
pretty sure this isn't a false positive, it's just a problem with multiple mods affecting the terminal. From what I've heard terminal mods hate working with eachother
the fact I can disable Starlancer and the formatter works is proof it's atleast involved
I think that's a coincidence tbh, cus the entries are added by LLL
if Starlancer's capable of touching the terminal in that way ^^^ I have 0 clue what mods actually influence it behind the scenes
Something is breaking the scrolling stuff
It's when you have enough moons that require you to scroll based on Whitespike's error
So some other mod you have touching the terminal is causing a negative interaction with TerminalFormatter
Does the store page also break?
Cus that also requires scrolling
I think? I'll recheck
If the store page isn't working it's something else for certain, it'd help if you provided a mod list
0191053e-f789-bd8d-814f-2aa76983fffd
Can you post your actual list? As in the dependency strings
Yeah
new info, it both works and doesn't work
Seems the first time I load into the game the terminal breaks, but if I quit the lobby and remake it operates fine
even if I delete the file and start a new one.
Still going to try to find more specifics on this
I change the routing word, but the way I do it shouldn't affect any of the terminal formatting itself
All it does is swap out the keyword needed to route to it
yeah that shouldn't cause the scrolling on the moons and store page to break
lol
They have a few problematic mods in there I noticed, but hard to know what might be breaking the Terminal
Well hopefully it's a false positive, but if not I'll figure something out
It has to be
I'm trying to get a clip of the bug, but it's not capturing properly >.<
hey, still not home, but I will check what's happening
I'm more likely to suspect the moons you have that were never updated past v49
can y'all chill
Well it's not an issue with your mod directly
We're trying to find what they have that's breaking the scrolling with your mod in their pack
well, good - I'll check what's the issue and send a relevant report π
Ye
^^
Cus nothing is broken in our pack so it's not TerminalFormatter but some interaction in their pack lol
This is the full glitch and everything working fine 2nd time around. All 204 mods including Starlancer's Moons.
The clip below is the modpack w/o Starlancer's Moons. 203 mods.
hmmm
Best to just look at the patch that star uses if u haven't already
i sincerely don't consider that it could be starlancer's stuff after 3 weeks of not breaking it π₯Ί
until it's proven otherwise
ooooooh i think i know
I highly doubt it's Star's since my pack is fine
so, umm

Lol is that the log file
yeah π
What even was rhe scrolling error?
somehow it didn't download correctly from the code lmaoooooooo
it's happening when the terminal gets fucked
Icic
so something has gone wrong before and it couldn't access terminal instance
Is that with u testing it?
yeah lol

i've reinstalled it and we're gucci
that's not what i said
Regardless, it's a patch on the terminal that's months old iirc, better to look than assume yknow
Sorry I'm just trying to understand
I havent seen it in a while but I do remember it begin described as "It worksβ’οΈ"
By the person who made it anyway
if that fucks up the whole shebang i'm gonna be really surprised
i'm gonna update all
oh my fucking god IT WAS MY FONT SIZE PATCH
i'm so so sorry
at least i'm 99% certain it is
cause that's the only thing changed
your mod is not in that modpack π
so definitely no
no I meant it's my fault you changed your font size patch 

All my homies HATE darmuh
nuh-uh
Ptui
darmuh? m
M m
π
alright, i have absolutely no idea what is at fault here
issue with it displaying nothing is fixed
but scroll is fucked
AND NOW IT SOMEHOW WORKS WHY
oh, i've disabled starlancers'
no idea why it happens tbh
i'm just gonna push my changes and hope for the best

that's what i did last night tbh
real men test in prod
are u saying women can't mess up
smh
we are not getting into that right now π
TerminalFormatter 0.2.23
- removed font size changes

i'm not really sure what caused the errors you were getting @quasi tide (and i'm not able to go one by one right now) - if it happens again let me know π
SORRY SPIKE
wrong ping
Will test again once it shows up on R2
Disc?

;-; now I can't scroll.
same issue, just it won't let me scroll up or down unless I reload the lobby
Could we have a filter for modded moons?
π₯
i have no idea which other mods could be fucking with it π
It wouldn't be WeatherTweaks somehow would it? Or do they even have that in their pack?
I remember you mentioning an issue before when the 2 are paired together with other mod
no
My theory is that there's a third mod interfering with it, but I've got no clue what that is
haven't gotten around to sorting through that yet since I had some stuff to take care of IRL.
also, no, I don't have Weather Tweaks. Been waiting for double weather to be stable
weird thing is: i've disabled starlancers' moons (like you suggested) and the errors stopped happening
but i'll have to properly test if their transpiler is really at fault
until then i don't really know
i was too lazy to set it up π
This is what I get for being creative π
I honestly don't see this being genuinely your mod's fault. Between Luxara and myself, we've got 2 different scenarios; one of us is completely fine while the other has a terminal bug.
I think at best your mod is just "involved" but not the actual cause. A third mod causing this issue is the only thing that really makes sense given the varied results.
Just gotta find it
is there any way to change the rank of a moon when listed? using any mod? I'm making a hyper-customized pack and I need the rating to match properly
mmm okay
wrong link sorry
would that allow me to only edit the class? I already kinda set up a bunch of spawn rates using a different mod
i have literally no idea π
guess we'll see. thanks for the help :)
i know that it can change the descriptions/risk levels & more, don't know the exact mod conflicts π
Yep
With LQ you can choose what you want to follow vanilla/other behavior and what LQ affects
Anything you check in its web editor will try to override your modded stuff, but if you're just looking to edit the threat level, pricing, and lunar descriptions you should be fine
I'd personally suggest only using 1 or the other for the sake of space, but that's up to you. Again, just make sure you've only checked the stuff you want to edit.
this is working perfectly for me
yep, just threat level and descriptions. I'm using other mods to edit spawn rates of items and fauna
LLL for dungeon spawn rates, AC for items/fauna
will these be messed up by modded maps updating though?
moons
Nah, you should be good.
moon descriptions would get potentially overwritten even if they don't get that portion updated. or maybe I misunderstand how updating things works
As long as its checked, it'll overwrite any modded description the base mod has regardless of any updates in the future.
@snow swift I might've found our third mod
Possessed_Masks
Without it active, the terminal functions as intended using StarlancerMoons, but with it, the terminal is frozen.
It still only freezes for the first time loading into the lobby, however I can't confirm anything regarding multiplayer issues as I have no friends ;-;
That mod is known to cause issues
So I'm not surprised
but like... how are these 3 in any way connected
Starlancer Moons has nothing to do with terminals outside of travel and masks are just... there
Probably coincidence since you said the store page scrolling broke before without Starlancer's moons enabled
I don't think Starlancer's mod was ever the issue
Well, the thing is if I disable Starlancer Moons with Possessed enabled, the terminal works.
if I have Possessed Masks disabled with Starlancer Moons enabled, the terminal works
Possible niche incompat with the code word for the hidden moon
I mean you also had a couple other mods in there I know are known to cause issues as well that I noted
AlwaysHearActiveWalkies and DoorBreach, I hope TestAccount uploads his separate DoorBreach mod soon since his implementation he made for MalfunctioningDoors is stable and it's a great alternative
Yeah, my modpack's always walked a fine line >.< but I hate getting rid of mods so I'd rather suffer for days to weeks just to filter out the issue and report it.
The old DoorBreach mod has had issues with weapons becoming unusable after being attacked by a fox or snare flea since the V56 update
Hey can someone tell me if this is terminal formatter related:
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
TerminalPatch.LoadNewNodeIfAffordable_After () (at <d91f4862bdd34eedb04fca2d3bdbc226>:IL_0016)
(wrapper dynamic-method) Terminal.DMDTerminal::LoadNewNodeIfAffordable(Terminal,TerminalNode)
(wrapper dynamic-method) Terminal.DMDTerminal::OnSubmit(Terminal)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049) TMPro.TMP_InputField.SendOnEndEdit () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_000E) TMPro.TMP_InputField.ReleaseSelection () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_001B) TMPro.TMP_InputField.DeactivateInputField (System.Boolean clearSelection) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_00B0) TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_007C) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:IL_0000) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) (at <17de86d66286445fa95af59fa8fa644d>:IL_0067)
UnityEngine.EventSystems.EventSystem:Update()
oh my, why's that happening >.<
what's your modpack code? i'll try to get a look later
here are more detailed logs. Im starting to think it is not terminal formatter or terminal conflict fix. but you would know much better than me! I disabled both and was still getting the error though
trying to cook rn
i'm using NewTerminal, when i finish it i'll send here the string if anyone want a unnoficial extension of Terminal Formatter xd
Bestiary
ββββββββββββ\nβ BESTIARY β\nββββββββββββ\n\nWelcome to the Bestiary!\nUse INFO to learn about any entity.\n\n[CREATURES]\n----------------\n[currentScannedEnemiesList]\n\n\n
Storage
βββββββββββ PRESS [B] to move\nβ STORAGE β HOLD [R] to rotate\nβββββββββββ PRESS [X] to store\n\nWelcome to the Company storage.\nYou can take a furniture back by typing the name.\n\n[DECORATIONS]\n------------------\n[storedUnlockablesList]\n\n\n
Sigurd (extra)
βββββββββββββββββββ\nβSIGURD'S ENTRIESβ\nβββββββββββββββββββ\n\nUse keyword VIEW before a log name to read it.\n\n[LOGS]\n---------------------------------\n[currentUnlockedLogsList]\n\n\n
have a good day
leaving this here for when you return #1269406512313405571 message
potential issue with the route locked node
π¦
it's probably something with LLL/my integration with LLL
will check later, thanks π«‘
how did you use newterminal?
it crashes the game on startup atm
Wdym? It doesn't crash my game
Couldn't it be incompatible with other mod that you have?
Try checking the logs
there was a report of incompat between Formatter and NewTerminal, but it's not happening consistently (which is so fun to debug)
What is new terminal
how?
I've not had any issues with both mods?
i've never had any incompat with TF and NT
but it does throw some errors at the start
like these
[01:41:58.3492408] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
NewTerminal.Patch.TerminalStartPatch.Postfix (Terminal __instance) (at <05c6aa8f52ce42a7954c0a7675dbfd31>:IL_0112)
Terminal.Start () (at <066a7b7eb8c24d4facd1e255e669803f>:IL_01FD)
DMD<>?1114746732.TrampolineTerminal::Start?-526802576 (Terminal ) (at <bfaf8b6cc13544c192786dc7299522c8>:IL_0025)
LethalLib.Modules.Enemies.Terminal_Start (On.Terminal+orig_Start orig, Terminal self) (at <64fae9f52f324ab2a8065723b0759a64>:IL_0350)
DMD<>?-1166622720.HookTerminal::Start?2110655152 (Terminal ) (at <4938a1be22e6410fb714aacc61fb0d21>:IL_000F)
[01:41:58.3492408] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
NewTerminal.Patch.TerminalStartPatch.Postfix (Terminal __instance) (at <05c6aa8f52ce42a7954c0a7675dbfd31>:IL_0112)
Terminal.Start () (at <066a7b7eb8c24d4facd1e255e669803f>:IL_01FD)
DMD<>?1114746732.TrampolineTerminal::Start?-526802576 (Terminal ) (at <bfaf8b6cc13544c192786dc7299522c8>:IL_0025)
LethalLib.Modules.Enemies.Terminal_Start (On.Terminal+orig_Start orig, Terminal self) (at <64fae9f52f324ab2a8065723b0759a64>:IL_0350)
DMD<>?-1166622720.HookTerminal::Start?2110655152 (Terminal ) (at <4938a1be22e6410fb714aacc61fb0d21>:IL_000F)
but it doesn't seem related in any way to TF and works fine
also
--- Exception Handler ---
Exception Caught: System.NullReferenceException
Assembly: NewTerminal
Plugin Info
GUID: NewTerminal
NAME/VER: [email protected]
LOCATION: \plugins\Aavild-NewTerminal\NewTerminal.dll
Message: Object reference not set to an instance of an object
Source: NewTerminal
--- Begin Frames ---
--FRAME 1:
In Assembly: NewTerminal
Target Method: TerminalStartPatch.Postfix
--FRAME 2:
In Assembly: Assembly-CSharp
Target Method: Terminal.Start
Patched By:
mscorlib
mscorlib
mscorlib
mscorlib
mscorlib
mscorlib
mscorlib
mscorlib
mscorlib
mscorlib
mscorlib
--FRAME 3:
In Assembly: LethalLib
Target Method: Enemies.Terminal_Start
--- End Frames ---
--- End Exception Handler ---
there should not be so many mscorlibs there.. what did I do?
I fixed harmony patch descriptions for the next version
happens when I host on a new save, re-host and try to buy anything
upon confirming a purchase, which deducts credits, but the purchase confirmation text stays
purchased item does arrive though
that's interesting, what's your modpack code?
exporting rn
01918d77-0c96-e1dd-6d3f-6f20c9218b22
thanks, i'll take a look later π₯Ί
thankfully, the purchased item arrives after all
but it can cause unnecessary purchases if I forget that the thing happens
ok so I was balance testing and
either terminal formatter is broken or I got all keys
unrelated but this is evil
ok nevermind my game just freaked it
Any ETA on when this bug will be fixed
"Display hidden moons" doesn't work
Unless I got a conflict somewhere
0191b6de-407e-fcb7-f38d-087c41680527
Hey, sorry for that - something in my code is busted, I'll fix that soon-ish π₯²
Appreciate it
idk if he's planning on doing that some day... but i wanted so badly that i went on NewTerminal and did it, if you're interested:
ββββββββββββ\nβ BESTIARY β\nββββββββββββ\n\nWelcome to the Bestiary!\nUse INFO to learn about any entity.\n\n----------------------\n[currentScannedEnemiesList]\n\n\n
βββββββββββββββββββ\nβ COMPANY STORAGE β\nβββββββββββββββββββ\n\nWelcome to the Company storage!\nYou can take a furniture back by typing the name.\n\n----------------------\n[storedUnlockablesList]\n\n\n
@snow swift
Can't wait for the store to be able to be sorted by price. XD
oh god, this π
Can there be support for versionNine? https://thunderstore.io/c/lethal-company/p/Swaggies/VersionNine/ Mainly time for the different moons
Can there be an config to disable the prices from showing up? For compatibility with https://thunderstore.io/c/lethal-company/p/SlushyRH/FreeeeeeMoooooons/ since it still displays their price even while its free now
Why not change the prices in LLL manually instead of using that mod?
if you're using LLL, you should be able to do preview weather and price info won't show up
if not, it's not currently possible to hide that info
Yeah I was doing that one time but I do remember LLL's content configuration breaks compatibility with moons from Wesley, I dont like having to manually set them knowing I have a lot of moons now, and I like trying new ones so I had to always open the game to update the config
Ah that works ty
After recreating the lobby, the store delivers wrong items if i buy anything other than vanilla items. Disabling this mod fixes it, i don't know if it is compatibility issue or not
partly an LLL issue from my understanding?
also realized some of the items are missing in the store
cruiser still doesn't show in the store?
not a huge deal its just kinda annoying cuz you cant immediately see if its on sale or not
it just shows an empty [VEHICLES] tab
what's your modpack code?
does it not show up always or after buying one?
where is the log file π
i'm sorry?
i'm fighting with bepinex π
Shouldn't it be saying you're dorvin' now?
oh yeah
Wait there's jorvin and xorvin now too?
lol
Add lorvin XD
and qworvin

that's not a thing π€
im totally lost lmao
I would assume the x is for xu, and the j is for jacob
L for Lunxara Qw for QWERTYRodrigo
x is the unspecified pronoun
Ah
Idk what the d was for tbh I was never given context
all I can think of for a name that starts with D is David
lol
dorvin' all over the company
for some reason the .log file is not showing up
bingo
let me recreate that locally
π
not you again
why the fuck this didn't happen on my testing profile
Also didn't you wanna fix the stuff with TerminalFormatter looking broken too?
alrighty, the reason no vehicles display is because terminalformatter crashes before it can check all possible vehicles
I remember you basically broke down over it when playing in my lobby that one day
lol
i'll try to figure out how that happens
one of those days
Maybe a different mod accidentally fixes it? Never seen that issue om my profile
There's something in their pack btw for certain
I've had no issues with TerminalFormatter
Because your last update was before your break for a few months?
and you've gotten better at coding since?
lol
no
i know why
lol
I'll properly address that issue after the weekend, I have a rough idea of what's happening, but I have to get up early tomorrow π
will check and keep you updated
sorry for the inconvenience
np
is it possible to disable filters?
filter none
no like, completely disable them from a modpack
Odd bug /w the Cruiser where its name is invisible in the catalog (But you can still buy it)
Are there any mod incompatibilities that I'm not aware of?
the seperator cutting off teleporter from the rest is pain..
Yikes I just noticed that lol
It defaults to 5 line segments
Ja
I know about that one and i kinda know how to solve it
Me or you solve it?
me
o
it's this
Ah
we never want a experimental enemy interactions incident..
True!
@gritty swallow if you're using RestoreMapper it's the cause of that bug
neato
That's just how Sigurd writes stuff isn't it?
No
Look at the danger level and last bit
It's copy pasted over and over again
That isn't normal
if that's my making i'd be very impressed
is this mod still incompatible with selenes choice
What's the incompatibility?
is it? π³
idk its been incompatible for months now, selenes choice just stops working if I have terminal formatter installed
Weird, mine is fine
Will this ever be a thing in Terminal Formatter's rewrite
Is it really terminal related? Doesn't it just change moon's hidden status?
Not compat /w TF, and since TF has so many features, I was wondering if this would ever be one of them
It's a pretty nice QoL feature
Guess it means GI is doing it by modifying terminal.
pretty sure the incompat is w LLL not TF
????? sigurd shouldn't even BE in this bestiary entry
that's some other mod doing that
sigurds immortal β€οΈ
originally the old bird entry had sigurd parts but they were removed because it made no sense for sigurd (from like 1980-ish?) to have input in the old bird's entry (from 2300-ish)
some mod is readding it
and we currently are in the year 2532
technology barely changed LOL
sigurd is long gone π
we can resurrect him. we have the technology
@plain mountain @snow swift looks like the cause of the issue Lunxara brought up [here](#1199570032196333648 message) is caused by this line, which runs repeatedly when loading the store node:
I would guess disabling the Store Node would fix it for now at least
Eesh
I hope nothing else in my pack is misbehaving at least lol, but I imagine this will get Mrov to finally pick up TerminalFormatter again and update it
it's possible there will still be a little stutter, but that seemed to be the vast majority of the work being done when opening the store node
lol yeah I saw the commit message and thought "
I see"
I guess it is registering its unlockables in some incomplete way to where you can't find the node properly?
This would make sense and also explain why the lag started after CodeRebirth just added more gals to the game lol
oh it was not code rebirth I was thinking of
LL/LLL should take care of this for everyone
Ah
The thing is: I've got the system to replace that shit in TF as well
so I really don't need to be doing that
will fix
ah gotcha, glad it's pretty quick fix then (I assume)
oh my
you like reworks
I guess I'm in the same boat since I'm rewriting every patch in PathfindingLagFix at the moment lol
really be like
I mean
every 4 months I come back to this mod with my skills and knowledge improved
and I look at the questionable design decisions I've took back then
it's a neverending spiral
god i wish i could redo some of LLL for the same reason
when you find out you can grow up and change as a person (its a good thing)
π³
What the fuck..,
Literally the inverse of the RestoreMapper bug
π
He's rewriting the Store Node
I know
great news
is it possible to fix the vanilla bug of sales being uhh borked lol
like sometimes flashlights will go onsale for (whatever).5 dollars
because it doesnt round up or down on the store page
looks good!
that could be me, since terminal.totalCostOfItems in an int
i'll check for sure
did u get anything from this mrov 
im 90% sure ive heard people report this in the dark place discord as a vanilla bug
like flashlights having a decimal price
π
haven't checked yet π₯²
yup
can confirm
#1267852545636958299 message
its a vanilla bug
buttery stancakes my goat <3
from what i can see here it looks like the item pricing will always be inconsistent without a serverside fix
however
displaying the price as "12" instead of "12.5" would be accurate in most scenarios
like for example purchasing 2 pros at once will cost a measly extra credit
will do
i might do a PR for butteryfixes at some point so it just rounds down the number
but its not very impactful
bestiary and storage when
also... idk how big the next update will be but i'll just throw some ideas here
I would tend to say it makes more sense to show the decimal place as long as it still does something, seems odd to me to have a hidden extra charge in bulk purchases
at least then you will know that you get a better price buying individually until there is a fix that changes it (which probably would also adjust the displayed price before mrov's code gets to it)
the update is coming soon, I got distracted π€
Yay
hm?
copypasting from putting it on the wrong place yesterday, suggestion (im still not sure if this is the mod i should be asking lol)
idk what mod thread to post this on lol
relevant mods im using aremrov's terminalformatter,permanent moons(the old, unupdated but working one) andselene's choice
would be cool if whenever a moon is permanently bought it crossed the price instead just turning it to 0, that way LLL's price sorter doesnt put them with the other free moons + we know it used to be a paid one
^ simpler, less convoluted suggestion
toggleable tag that says if youve gone there or not
a tick/x might work
I believe this isn't the thread you should be looking for that feature. TerminalFormatter simply changes how the store, moons, scan and etc is showed to the player, like a makeup
Why don't you try LethalMoonUnlocks instead of Permanent Moons?
figured..
selene's added support for specifically permanent moons, the unupdated one
theres no thread for permanent, i should go ask at selene's
There's also LethalConstellations if you're interested
oh what π
5 night shifts in a row
OH
Cookin' that money money $$$
Are you working at a pizza restaurant per chance?

no π
I'm the one who bites π€
:SeekTulip:
this thing started randomly im cooked
i have something ready
uh oh
TerminalFormatter 0.2.24
- added bestiary and storage nodes (thanks, @proper badger )
- fixed an issue with store lagging the game (thanks: @plain mountain , @floral tendon )
- fixed an issue with
MapperRestoremod messing store page (thanks: @timber canyon , @gritty swallow ) - fixed an issue with
Storenode displaying decimal prices (thanks, @gritty swallow ) - fixed warning spam during startup
i'm gonna be honest - i have no idea how many bugs i've missed since the last update
let me know when something breaks π
mrov play lethal company with me
Most waited update ever
who up formatting they terminal
i've got a terminal case of formatter
wow havent seen an update for this in months
Hey, does the latest version fix that issue for you?
ill let u know after next time i play with my group 
@glass bone fyi Store Rotation config may need an update
Since the Store node was rewrittedn
it shouldn't be tho
It would be
If the default settings are
I forgot its functionality
Cus of this
try disabling that to see if the issue persists
Spam alerts are gone
Clean :3
yippee π
@snow swift did you end up implementing this?
Cus if so pacoito can just remove that
Otherwise I think atm StoreRotationConfig just won't do anything
lol
I think we need pacoito to wake up
XD
I would guess for all this stuff though
won't require any complex patching on your end accoring to the compat toggle so hopefully when pacoito wakes up he can just send you a simple line of code to add or smth
The morning is wiser than the evening
Ahh, I was planning on making a pull request a while ago for rotating item sales (since any update to TerminalFormatter's Store node was sure to break the current goofy patch) but forgor π
I'll handle it though
@snow swift Oh wait did you intend to remove suits from the rotating shop/forget to add a [SUITS] section to the store? I can only seem to get furniture to show up, and looking at the code there's no mention of suits
Kinda annoying request, idk if it's too troublesome, but could the number of the planets show as 3 digits to keep consistency? Like 041, 220, 056, [...]
(And then someone will make a 4 digit moon)
zeranos
nuh uh
@snow swift https://github.com/AndreyMrovol/LethalTerminalFormatter/pull/32 Got distracted by some stuff, but here you go!
Still not sure if suits being missing from the store page is intentional, but I added them anyway since they also needed to have compatibility with discounts 
I opened the game once a bit ago with the update and there was only 1 thing in the Decorations section
Yeah it needs an update from TerminalFormatter's side
Suits are currently not showing up in the rotating store, so there can be fewer items shown than vanilla is supposed to have lol
making it to the big leagues here
It's a bug lol, it displays the price wrong in the store Mrov is aware of it
I would guess it was an accident when he rewrote it
lol
Clearly he wanted to have a separate store page specifically for suits, with 3D previews to show what it looks like before purchasing it 
Definitely the intent 
[citation needed]
do they not show up under Decorations? π³
That's the issue with (I think) ship inventory lol
I'll check what's exactly happening
Only BuyableDecorations show up under there currently, and BuyableSuits are not classified as such
Hey mrov, what happened to you yesterday? lol
You disconnected and then never said anything so I guessed maybe your net died or smth
I shall fix that then, oopsie
I've had to answer a call π
Ahhhh
I added a separate [SUITS] section in this PR lol
You can get rid of it though, I had to add discounts for suits as well
I saw that and wondered why - now I know π
Probably should've written it in more detailed terms lol
Don't worry, I've completely overlooked it when writing the lib
Alrighty, i've tried to add suits into Decorations section and/or to make BuyableDecoration a parent type of BuyableSuit, but vanilla said nuh-uh π
I'll push the update later today, thanks for the PR! π
@plain mountain i've managed to fix the incompat with ShipInventory
Yay
and you fixed the Teleporter being 10 credits
lol
that was it
ShipInventory added something called InventoryBuy that was worth 10$
and it had the same ID as the teleporter
So after MrovLib updates in mod managers I take it StoreRotationConfig and everything will work?
Noice
so in about an hour everything will be working correctly together


TerminalFormatter 0.2.25
- Merged PR #32 by pacoito123:
- fixed compatibility with StoreRotationConfig
- added suit section to the
Storenode - in-game changes to
Lines to Scrollsetting should now apply immediately
- bumped mrovlib version
Teleporter's price is correct at least 
hurray
wait a second
cruiser shows up
so the decorations have to be registered
what the fuck lol
the only things I can see show up are the Disco Ball and Bee Suit
what's your modpack code?
π³
Imperium β€οΈ
alright, the thing is
you have 12 possible decorations
and none of them are in the rotation
which is interesting
dunno why pretty sure it was fine before the TF rework
mrov whadda hell



