#Terminal Formatter
1 messages Β· Page 5 of 1
Scroll no workie.

Welp I guess time to toll back TerminalFormatter for now then and turn off the store node til it's fixed
I'll try keeping it on 0.2.24 first
lol
The terminal throwing errors like this is lowkey kind of lore accurate
Super immersive if you ask me
Duplicates upon re-hosting + Doesn't have decoration + Doesn't have help text + L + π
Storage also suffers from the same problem even if you have stored furniture
actually i was wrong
storage only shows furniture from the shop, not already existing furniture like bunkbeds or cabinet
π₯²
oh yeah
i think I know why π€
π₯²
mrov i went to pour my milk on my cereal and it was half solid
push a hotfix im hungry
TerminalFormatter now conflicts with AllDecorAlways, what happened π
its terminal formatter itself
it will be fixed
Cool
@snow swift Hotfix tomorrow? π₯Ί
zap gun discrimination...lol...
mrov never responded again....
Issue with typing in weed killer
Instead of bringing me to the confirmation page, it brings me to the purchased page
It doesn't actually buy it though; I still have to confirm my purchase
π₯²
i wanna not go to work everyday π
What's even wrong with it? Decor/suits not showing up?
I can't seem to get that to happen in my testing profile
decorations are not showing up correctly
Downgraded which has the laggier Store Node, downgraded probably because of this being reported
seems like I've fucked up something with decorations being a child of BuyableUnlockable
at least that's my guess
Maybe but if pacoito if seeing decorations/suits...
something is fucked and I've not had the time to test it properly
I'll mess around in my pack to see if it's like a mod conflict or something
oh dear
AllDecorAlways is outdated and has been replaced by StoreRotationConfig at this point
StoreRotationConfig has an option to have decor always appear
Can it do the same thing as ADA?
Noted
Thanks
this option
If you're having issues I would just disable the store node for now
I don't care enough
Btw
Working for me with no error spam in the console
π€·ββοΈ
I don't have the error spam
oh dear
Ye Batby did, so idk what happened on Batby's end
maybe the integration with store rotations impacts it?
I was insinuating it's probably a different mod making decorations not appear here
fuckity
No I don't think so
Unless it's a specific config
haven't got the time recently
I added it after talking about yesterday but still didn't see decorations
I'm starting to believe it's a caching thing with your profile
Since Mrov had it working properly when he tested it
Definitely not since I disabled a bunch of mods and there's stuff appearing lmao
Hmmm idk then
If you still use Smooth Reserves in your own pack I imagine that could be an oddity since it patches some stuff with the store
I never used it
I'll figure out what soon
It appears to be https://discord.com/channels/1168655651455639582/1189266844637462671
Don't think so, I was testing with and without SRC when I made the PR and it was working fine in both cases
Huh
Best guess is Cat Food related?
I'm only seeing 4 items with stockAll enabled after adding NeedyCats π
huh
yeah
I realize that it can get the vanilla sutis fine
it's just all the decorations minus the Disco Ball never show up
At least sales are working π
Why is NeedyCats touching the store?
I swear NeedyCats has always felt like such a controversial mod tbh
XD
Anything that touches the store seems mildly explosive
I mean it seems like NeedyCats is touching decor though when it shouldn't be
@snow swift For some reason NeedyCats seems to be duplicating buy/confirm nodes, which I guess is making them not show up in the store (all items that don't show up look like Plushie Pajama Man here, I have no idea why the 4 specific items that can be purchased are exempt from it...)
[09:26:45.0751614] [Warning: MrovLib] BuyableThing constructor: TerminalScript (Terminal), MrovLib.ContentType.RelatedNodes
[09:26:45.0751614] [Debug : MrovLib] Unlockable: Plushie pajama man
[09:26:45.0751614] [Debug : MrovLib] Node: PlushiePajamaManBuy (TerminalNode)
[09:26:45.0751614] [Debug : MrovLib] Node: PlushiePajamaManBuyConfirm (TerminalNode)
[09:26:45.0751614] [Debug : MrovLib] Node: PlushiePajamaManBuy (TerminalNode)
[09:26:45.0756600] [Debug : MrovLib] Node: PlushiePajamaManBuyConfirm (TerminalNode)
[09:26:45.0756600] [Warning: MrovLib] BuyableThing constructor: TerminalScript (Terminal), MrovLib.ContentType.RelatedNodes
[09:26:45.0756600] [Debug : MrovLib] Unlockable: Purple Suit
[09:26:45.0756600] [Debug : MrovLib] Suit material: PurpleSuit
[09:26:45.0756600] [Warning: MrovLib] BuyableThing constructor: TerminalScript (Terminal), MrovLib.ContentType.RelatedNodes
[09:26:45.0756600] [Debug : MrovLib] Unlockable: Bee Suit
[09:26:45.0756600] [Debug : MrovLib] Suit material: BeeSuit
[09:26:45.0756600] [Warning: MrovLib] BuyableThing constructor: TerminalScript (Terminal), MrovLib.ContentType.RelatedNodes
[09:26:45.0756600] [Debug : MrovLib] Unlockable: Bunny Suit
[09:26:45.0756600] [Debug : MrovLib] Suit material: BunnySuit
[09:26:45.0756600] [Warning: MrovLib] BuyableThing constructor: TerminalScript (Terminal), MrovLib.ContentType.RelatedNodes
[09:26:45.0756600] [Debug : MrovLib] Unlockable: Disco Ball
[09:26:45.0756600] [Debug : MrovLib] Node: DiscoBallBuy (TerminalNode)
[09:26:45.0756600] [Debug : MrovLib] Node: DiscoBallBuyConfirm (TerminalNode)
Most likely not a TerminalFormatter/MrovLib issue necessarily, but still weird...
Definitely not Mrov's fault no NeedyCats probably needs some code cleanup
Wait it
Uh
AssetBundle bundled in the .dll seems to just include copies of them?
Disco Ball doesn't show up there, nor do the other 3 items
What are the other 3 items
Also wait this is my patch π
Only thing that could be null there is the reference to Variables.Terminal, so I guess this event's not running correctly or something
what the fuck is that
Something must've broken earlier during the start-up
that's weird lol
AssetRipper'd NeedyCats AssetBundle lol
NeedyCats is doing a bad and duplicating almost all the store items
Which breaks shit
π how does that even happen
I thought my mods were bad and fucky
@snow swift the problem i mentioned to you before about scrolling turns out only the host can scroll while clients cant
that's even worse what the fuck
? o.o i couldent scroll, and im host.
The scrolling issue is 100% some mod incompatibility somewhere
do you have logs?
give me a minute.
01945bf9-ecdc-dcae-3fec-ad5d111736cat
this is the pack used

maybe the cat word at the end? :p
yeah prob
truly a cat diff
so, this is the errors i get on the "moons" terminal screen as soon as i go to use my mouse scroll wheel.
[19:27:02.4895476] [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 ./Scrollbar.cs:61)
GameNetcodeStuff.PlayerControllerB.ScrollMouse_performed (UnityEngine.InputSystem.InputAction+CallbackContext context) (at <bdf6a080e98a49fd84b92b24894f768c>:IL_0053)
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)
[19:27:02.4905759] [Error : Unity Log] NullReferenceException while executing 'performed' callbacks of 'Movement/SwitchItem[/Mouse/scroll/up,/Mouse/scroll/down]'
i get the same on the store page
this is the profile code (have fun downloading 240+ mods x.x)
01945bf9-fc7c-02fa-a6cc-cb39b65efa0f
btw, the profile name isnt related to your mod, was having a LOT of issues with a lot of mods which updated this week xD
can you send me the whole log?
i have. its at the bottom
nope
yeah its gales "debug log", shares the mod list + the log in 1 file
yeah, it was, i have to downgrade 2 version on TF, and 3? on mvovlib to have a working version (i only downgrade mrovlib to keep it in line with what the older TF version expects)
only "decoration" mod i use is melanies furniture pack afaik.
debugging time
whats the last working version again
tf and the lib
i didnt actually check being honest. (screenshot is the ones that work for me for sure though)
but my group plays on fridays and sundays.. so on friday i went with the version that worked last sunday (so from 7 days ago), the ones inbetween latest and those versions may work, it just simply requires loading the game + scrolling and seeing if it scrolls.
aight gonna use these in the meantime i guess
cuz my problem is the same as u
So one of the nodes doesn't have a thing where you assumed it was?
seems like it, yeah
So either Node or shopSelectionNode ?
I doubt you mistimed the patch to be before StartOfRound was initialized, lmao.
Actually, what even is Nodes?
Is it the one defined in ContentManager?
Node is TerminalNode
and the error comes from here: https://github.com/AndreyMrovol/LethalMrovLib/blob/main/MrovLib/ContentType/BuyableDecoration.cs
Well yeah.
Thus why I said this.
Assigning nulls is completely fine so the only issues is the access in betweens to obtain the values you want.
the bestiary and storage is my fault, i'll fix this asap
the needycats mod doing that mess with terminalnodes?
i'll investigate how to get around that
other than marking it as incompatible
Creator is working on a fix for that
alrighty
my patch will still get more idiot-proof
because i was hellbent on redoing a working system
lol
π
i legit thought for a second this was a gif of a rock making a chicken get disfigured
i have brain damage
β¦Why did you think that?
I DONT KNOW

what
it's β¨workingβ¨
i really needed a fire exit in the ship β€οΈ
small non-mandatory request.
If it does not detect items in a section of the store, remove the title of it, that way a space will not appear with the items in the store that are no longer available
oh, absolutely!
will do
that way it won't show the "Suits" completely blank
I mean delete this in case I didn't made me understand well
yeah, i know exactly what you're referring to
i might've forgotten about it in the latest update
will do
thanks!
buying every upgrade, decoration and suit just to get rid from it π
@proper badger
TerminalFormatter 0.2.26
- fixed an issue with
BuyableDecorations not being able to register (thanks, @stray walrus !) - fixed
BestiaryandStoragenode not resetting correctly (thanks, @proper badger !) - fixed
Storenode displaying empty section headers (thanks, @runic canyon !)
Hello mrov, just a small thing that this issue with weed killer still happens
its super small issue tho so dont worry too much about fixing it asap
im also gonna say
maybe im just fucking stupid and dont know how mods work idk
i enabled the decorations thing in the config
and it aint there
do i
the stars on lists, the --- separators
rotation store?
like, where you buy the record player for example
its called the rotation store cause its random whats in it every quota
well.. its not there
01947098-b065-6767-65fe-3deac0a6f075
the nodes are duplicated
somehow
again
fuck
i'll change how it's handled
later
fuckity
Oof
Gone if there's nothing to buy from there
Yeah?
damn im throwing
strike 2
I legit replied that and went "no problems with formatter, yippee"
holy fuck my memory is getting really bad
So me
01948abd-e2d2-6cd5-213d-63d87fac5207
[Terminal doesn't open 'store']
hey i found out it was a furniture mod but i forgot the name
it's like uhhh Melanie's item furniture or something like that
good job team
i feel the same way when i fix the same issue in my mod for the 5th time, and then wake up the next morning to "so... that thing you fixed... its still happening" xD
the scanner without the detailed page should be like this?
i thought it had a text

It's other mods that cause it though, TerminalFormatter's just revealing which have accidentally bundled duplicate store nodes 
Or, well, not which exactly
Just that one of the mods in the list is doing it
Probably not good for rotating items to suddenly not show up, but I'd argue having duplicate store nodes could end up potentially causing issues at some point lol
But I don't have any mod that adds furniture or messes with the terminal nodes π
Don't know that
Probably if it adds like a terminal info entry or something
Moonswept had the issue right
Yeah
no furniture or terminal node messing besides probably the bestiary (idk if it has those) I fear
ButteryFixes? 
Restored some missing text in the bestiary
technically every store item has two terminal nodes. One that is for requesting the purchase and one that is confirming the purchase
true true, just mentioning that if you're not careful you can end up displaying two of an item when reworking the store (speaking from recent experience
)
Ah lol
@glass bone the missing bestiary text in vanilla is for the old bird bestiary and nutcracker bestiary
when zeekerss released old birds to the public, their bestiary entry mentioned sigurds danger level, and had a small thing sigurd wrote related to them
Yeah really don't think it's buttery fixes though
Both times I've seen it happen it's been with AssetBundles, I'm guessing accidentally including a stray reference to the Terminal or something bringing all nodes with it
i should really fix that instead of playing Minecraft π€
could you send me a code to your modpack?
I've got a LIST of things to fix today π€ π€ π€
oh dear
the worst thing is
this is bugged as well for SOME items
lmao
but what about
fixing them in minecraft
Oh is that why it shows Suits as empty with LethalFashion?
XD
Cus it tries to find the Orange one
i am trying to figure it out
Orange suit
Orange suit
Orange suit
Orange suit
Orange suit
Orange suit
Orange suit
Orange suit
Orange suit
Orange suit
Orange suit
Orange suit
Orange suit
the game has 200 orange suits
WHY
lmao wtf
brother
maybe its just a random number of placeholder suit slots???
oh brother...
thats my best guess as to why zeekerss would do that
are you getting them from the terminalnode?
no
it's not happening in vanilla
that is some mod's doing
oh you should just get them from the terminal node that's how i'm doing it
this made it implied its vanilla
because technically even the free suits are registered as unlockable items
well, yeah
where as you're just looking for the ones that are paid
the orange suit does not have terminalnodes
yeah if you get it by terminalnode you should only have to add a check like this if (unlockable.unlockableType == 0)
suits are always unlockableType 0
π
More_Suits?
i mean
idk
my implementation was probably super bad
but still
this is fool-proof
i have found a bigger fool tho
i have classicsuitrestoration in my mod pack, which doesnt use moresuits
and i still experience this
so its not just moresuits

and also i dont use any other suit mods
guys surely moresuits will update and not risk save file corruption due to suit id changes soon....
surely....
what's broke about it?
no modded ones
ohhhhhhh
i should have 51 in that pack
yeah that's borked
Oh no yeah I was just thinking about when More_Suits did stuff when the Anniversary suit/hat stuff was a thing
but very likely not related
Does that one suit thing that came out a few months ago fix this
Lethal Wardrobe
i have no idea
i dont mess with moresuits related anything much
purely because of the save file corruption risk
i prefer vanilla anyways for the most part
I think it attempted to fix issues that More_Suits had
Shame it never picked up or something of the sort
sure
0194a252-5b1a-cb82-d934-b795f135a0dc
that would be cool, but i actually preferred that the game had more basic suit variety like red, pink, black, white etc
it's not too late for that
What?
today's update will fix that
yippeeeeeeeee
fucking finally
yes
it's displaying correct value/amount count (contrary to vanilla), but not the list
i have finally figured out what's causing that shit
Could just do a single .Where() with x => x.InRotation && !x.IsUnlocked, right?
ooooooooh shit
yeah i can
OOPSIe

potentially stupid and never realized this was a feature but
does terminalformatter let you change the color of the terminal text?
no π₯²
dang
use darmuh's terminalStuff for it
what mod then
since it's a better implementation
and, well
darmuh confirmed better developer than mrov
i don't want to do the same stuff as other people
since implementations usually conflict
that's not what i meant
mhm
but probably true π€
sure
you know what
fuck it, i'll add some compatibility stuff and do it myself
lol
fixed that
it was such a dumb mistake
definitely not π
ngl, you could prob overwrite my changes by just adding <color#whateverhexcodeyouwant> at the front of any text
mrov be suffering
TerminalFormatter 0.2.27
- fixed suits section displaying when no suits were available to buy (thanks: @proper badger, @bitter sparrow , @plain mountain!)
- fixed an issue with some items displaying wrong
BuyandBuyAfternodes (thanks, @timber canyon!)
i hope that fixes all the remaining issues
as always - let me know when anything breaks π
LMAOOOOOOOOOOOOOOOOOOOOOO
now wheres my medal? 
How much longer are you gonna troll people Rodigo?

once a troll, always a troll
i pinged the wrong lunxara
i did not expect to utter this sentence ever
Pinged the one alter that isn't in my system

It's okay TestAccount has also done it
i did not see that menu pop up earlier
lmaoooooooooooooooooooo
oopsie
that is the funniest shit i've done this month
the silhouettes are similar lol
Hey did I get pinged?
I think you pinged the wrong Lunxara Mrov, who were you needing?
me
You sure?
not really lets ask lunxara
i am NOT touching the mention menu right now
It's like a dice roll
Yeah! take the gamble!
@vocal hatch
turn everyone to lunxara
new dice roll
NO
When is mrov 2
I can be the change I want to see in the world
Do It!
Get out of here, you can't be me Bald man.

the lunxara overload
Got it, Oops all lunxara new dice roll planned
Just gonna spawn a bunch of Lunxara mimics
but idk if that would work in Glitch's lobbies
XD
probably not xD
fixed only the suit section? π₯Ί
mods like yours are what i live for
how in the world
i'll fix that tomorrow π«‘
π
That cruiser price seems off π€
might be a mod they use
idk about that
i don't recall using any mod that messes with the item price
is the vanilla price not 400?
370
yeah
i use lotsa mods but i guess this one part remains vanilla for me
the WHAT
Apparently even the wiki isn't sure
Yea
WHAT THE FUCK
Tbf it's the Fandom wiki, so
wtf
that is insane wtf
Oh wait
host gets discount lol 
I remember the cruiser used to cost 400 but then in a beta update zeekers changed it to 370
I forgot the Wiki.gg version is getting an overhaul
So the info is like
not there
lol
looks like he somehow failed to change the price properly π
That's funny
i'm getting a price from BuyableVehicle object
and iirc the game just takes the price from TerminalNode
are they seriously different
Well... disabling terminal formatter does bring back the og broken price
:)
classic Zeekerss W
On the bright side:
You're going to fix zeekers's error
π₯²
MrovFormatter
what's not fixed
the rotation store isnt there still
oh
decorations is what the rotation store is called in the terminal
probably just a mod conflict now that i scroll up though
oh, just the section is missing
let me check that
oh god why is it not working
is that the same bug you told me
like a bazillion times
and i forgot to address that before?
π
yeah it fucking is
The funny thing is it's not even a bug with your mod necessarily, it's the fault of other mods for including duplicate nodes which it's important for those mods to fix that anyways
Got mine too? π
i wasnt even upset about it, and i even proposed its probably a mod conflict
i just assumed at first it wasnt since i dont really have many mods that mess with the terminal
if it just ends up being completely unfixable, so be it, the decorations arent a big deal to miss out on anyways
i just know several people would find that annoying
Hey btw Purple
https://thunderstore.io/c/lethal-company/p/FiligraniCringeGang/ProperOxygen/ Have you tested this mod? Curious how well it works
TerminalFormatter 0.2.28
- fixed an issue with displaying correct store rotation when multiple nodes with the same name exists (thanks, @bitter sparrow !)
- fixed an issue with
DecorationsandUpgradessections displaying empty (thanks, @proper badger !)
let me know if it's working correctly π
i was never interested in anything related to oxygen mechanics
i dont think its a system that needs to be altered heavily by mods or modders
mineshafts flooded section can be really weird, but the general advice is to always to explore it in a clockwise or counter clockwise motion, and never try to go the opposite direction unless youre sure jank with collision wont happen
and that is more so a problem with the collision of those tunnels than the oxygen system itself
Yeah
i need those things gone!!!!
typing store doesn't do anything for me anymore, except freeze the terminal
this is the error
same
btw
could you just get rid of [Error : Unity Log] Trying to add Caret (TMPro.TMP_SelectionCaret) for graphic rebuild while we are already inside a graphic rebuild loop. This is not supported.
I know it doesn't do anything, but it's kinda annoying that it appears multiple times when i'm searching for log errors
the Caret error appears the first time the terminal was opened (before the last few patches) also, i thought that was a vanilla bug xD
It is a vanilla bug
hello, I'm unable to use the store command. Is it your mod?
yes, sorry
fixing that right now
OH IT'S BECAUSE OF ORANGE SUIT
i've pushed an update to MrovLib that will fix that issue - sorry for that!
no issues!
Something I have been wondering is modded furniture not showing up in the vanilla terminal store under Decorations while they do show up in TerminalFormatter store but not as decorations, but as Upgrades. Is this due to the modders coding it wrongly?
to illustrate, the whiteboard, mirror and dartboard do not show up in the vanilla terminal at all
hmmm
i've switched to using the vanilla condition for determining if the unlockable is an upgrade/decoration
soooooooo
i don't know why π
if i'm not wrong, that's a issue with the mods, not with terminal formatter
these should be decorations but they are always available instead of entering the poll from the quota
even if you disable terminal formatter you will always be able to buy them
melanie's furniture?
disable this
If it's enabled, it will be on "upgrades"
If it's disabled, it will be on "decoration"
That's not mrov's fault, I found out that it depends on each mod that adds things to the ship.
If the modder wants the item to be permanent, it will be in the upgrades section.
Because the decoration group objects are rotating per quota
although they can be kept permanent and in their group with StoreRotationConfig
I'm away from home right now but I do use SRC to unlock the furniture
If I recall the whiteboard and mirror are standalone while the dartboard is from lethal something, the mod that adds Boomba
The group selection of the furniture depends on the mod that made the decoration, check in the config if the item is always in the shop or not
Will do later thanks
mrov can finally say "no problems with formatter, yippee"
i'm gonna be humbled REALLY FAST when i do that π
@snow swift does "Enable Node Scan" let you scan your profit on ship in orbit or on company
Peace isn't sitting one place and knowing your work is done.
That's quiet, you spend time in quiet to better yourself.
Peace is when there's always a constant flow of activity.
Big ups and downs is war or something i don't know im probably not being any helpful
do you mean enabling the Scan node or enabling the detailed scan option?
the former
hi there, could you add a way to see hidden moons only after discovering it first ? your mod seems to overwrite other mods which to this
(for example the GI option doesnt seems to work with your mod)
Did you try Batby's mod? Im pretty sure it works with TerminalFormatter
which one ?
Dont remember the exact name but you can look under Batby's profile on thunderstore
You should be able find it there
ooh this one
no i havent tested it
i'll try it, thanks
oh sadly it doesnt save when you leave a lobby
Incompat /w ItemWeights
The loud horn appears vanilla here ($100), but appears as it should when given the purchase prompt ($150)
im pretty sure itemweights just straight up doesnt change the prices in this section of the terminal regardless
but i could be wrong
I'll fact-check that later
I don't really know if it does or not
For some reason, itemWeights changes the price on tools, but not on upgrades and vehicles?
On the terminal
Like
If you buy a item, it'll be with the price from itemWeights, but it won't show properly on these sections I mentioned
that's hilarious
Don't wanna make a info section in the future? 
there is a plan to do that, yes π€
I'm currently about two months behindy planned features and projects
working full time is great for me
on your time chief π¨βπ³
working proper for me at least
me too
**when was it busted π³ **

terminal formatter when terminal Deformatter walks in..
Inserts spaces and line breaks randomly to terminal text 
π
is there a way to sort the moonds alphabetical?
with LLL you can do sort name
I have LLL but sort name gives me no action was supplied with the word
do moons sort name maybe
nothing, I also tried a few other things like sort...
...moon, moons, moonsname, moonname, alphabetically descending
I feel like Iβve had this issue before
You could set it to be the default sorting in LLL config
lmao
nah my bad
Thatβs right, canβt sort by name by default
ok, thanks, then i have to do it differntly
Wait
Check terminal formatter cfg
alredy did that, unless I missed something it cant be done with it
You can ?
I don't remember seeing that when messing with it.
How dare you
Do you have any plans to make it so people can change the moon list on the?
in what way?
they're referring to the way moons are ordered in the terminal because LLL only has automatic sorting options
the answer is no
Damn
unless things changed then morv kill me
to order moons by tier tbh
you cant do that
only price and automatic risk assessment
by tier?
like
LLL's ways of ordering things suck
moons are usually designed to fit a certain stage in the game
t1, t2, and t3
t3 is like rend onwards
t2 is march adamance and offense
t1 is exp, vow, ass
they're usually referred to in tiers because these sets of moons kind of occupy the same place as one another in progression
but this sort of ordering is entirely subjective
it cannot be sorted automatically
if you change moons to be sorted by risk, it actually changes how the vanilla moons are ordered which is kind of weird to me
alrighty, i get it
π₯Ί
They're in my server-side modpack. Not sure why they're not appearing in my client-side one.
01957280-693b-65ce-f2ab-e1d2769cb718
Same exact configs, too.
do you have lethalmoonunlocks?
on the one that does not appear?
Nop
These dividers usually appears with LLL
idk why they stop appearing for me too
they used to be there
Also, i believe i requested this but could the 'scan' node have the original vanilla text too if detailed scan is disabled?
WAIT that one is not using LLL, is it?
fucking thing caught up to me π
nop
i am trying to achieve this via a ratings system.. but i could also potentially add in a custom list, where people set their own ranking of the moons they have installed, which would replace the lettering on the risk assignment with their tier ranking. I havent release yet, but feel free to discuss it with me here..
https://discord.com/channels/1168655651455639582/1320566471780335626
i wasnt planning on doing a manual assignment, but maybe my automatic ratings in theory, would be what your looking for, if i got the ratings system in a place where everyone feels like every moon is rated correctly, and as i say, maybe i can add a custom option, if its not too hard for me to add in.
for some reason neither this mod nor lethallevelloader's mod configs work in making hidden moons visible, im at a loss
Moons that are normally unhidden, can be hidden/unhidden.
Moons that are forced hidden, I think are the ones your having an issue with, there are mods to unhide Moons like them for those who wish to just play, not enter a secret phrase, or who wish to not have to remember every hidden moon name.
Also Wesley's full moon pack has a story mode, so they are meant to stay hidden (I think you can turn off the story in the configuration for the Moons pack though?)
I'm actually having trouble withhh embrion and artifice lol
if i go to them once do they stop being hidden? my group doesnt often go to them so i could be unknowingly biased
not without mods
this is so sad
Could there be compatibility with ItemWeights
It's disorientating seeing an item in the store with its vanilla value while it's the correct modified value in the confirm purchase node
oh shit they're not using the same thing
I'll let you know when I'll have a patch ready
What's the issue?
duck ice cream soap?
So close! That is a Goose β€οΈ
hello hello, question! wondering if there could be a way to allow more characters in the difficulty column of this mod? some of Wesley's Moons per example have it cut off like this so would be nice a setting for such thing, given there's plenty of space on the screen still.
QUAC
I second this, but, I do hate those long "this is my moon rating" style ratings xD but I do wish it wasn't 4 characters lol.
i've made the max 4 characters because that's what the auto-generated maxiumum is in LLL
i can make it variable
is there a way to make artifice and embrion visible through this mod?
any chance this can be fixed? The name of the moon is too long that it moves everything
oh dear
will check
Limit moon names to 4 letters 
"ass"
tit
would it also be possible to get few more symbols for difficulty? Seems like there is enough space and some moons have it set to weird text
and maybe show the difficulty also here
simulate command
that comes with LLL
Use NoDollarSign for now
fixed on 0.7.0!
dunno if its an issue with terminal formatter or the new move ability feature in melanie's utility feature. when filtering moons with terminal formatter, its buying the filter0 in the store.
i've just checked what is the issue and i can't reproduce it on my end π₯Ί
Tf..
i think its only the company cruiser that shows wrong prices
will confirm that
can itemweights even change that?
or are you talking about the 370/400 mismatch (which i've fixed a while ago) π₯Ί
the prices of decor and suit are correct
π€
oh shit, didn't notice that π
reading is challenging sometimes
well, could you check if you can trigger any mismatches between the prices and let me know? π₯Ί
its only the price in the item list thats wrong
when you actually type to buy it, it displays the price correctly
i've checked that yesterday and couldn't replicate it
in
- #1213797469192855553 message here
- #1213797469192855553 message here
- #1213797469192855553 message and here
i've changed the price to 120, 500 and 500 respectively and it worked
same
somehow it's not working with ItemWeights
as in returning completely different value
fuck this
Could it be a store desync where it buys another item
Itemweights iirc doesn't actually changed the displayed prices anyways
So that's not on you
Yes, it does
I remember talks at one point that it didn't
i sincerely don't know what's happening
because i've changed the cruiser price to 500
and there are 2 prices that i can see in the unityexplorer: 370 and 500
and the displayed one?
fucking 300
i give up
at least the clients show 370 instead of 400
TerminalFormatter 0.2.29
- fixed an issue with
ItemWeightsdisplaying wrong cruiser prices (thanks: @timber canyon !) - added a config for difficulty string length (thanks: @timber vigil , @remote viper !)
π₯
Probably my script π
Haven't had it break in StoreRotationConfig though (like at all), wacky
I was gonna say we had no issues today
But I don't use the vanilla store menu
I use the one from Terminal Stuff
ok you might wanna take a look at this log cause i just had a really bizarre bug happen
mrovlib and terminalformatter are the only recent updates besides spiderpositionfix for the mod pack i was playing
and it was working fine yesterday
now when the ship went into orbit, i was stuck with the doors open, and i couldnt see anyone else
also the day didnt pass
even after i left
Variables.Terminal is null here again most likely

I remember that being reported in here once a while ago
Oh
[Debug : MrovLib] Forcefully updating Cruiser nodes
[Info :ItemWeights] Accessing node buyCruiser
IndexOutOfRangeException: Index was outside the bounds of the array.
at (wrapper dynamic-method) Terminal.DMD<Terminal::LoadNewNodeIfAffordable>(Terminal,TerminalNode)
at MrovLib.ContentManager.Init (Terminal terminal) [0x0081f] in ./ContentManager.cs:314
at MrovLib.Patches.TerminalStart.RunMeFirst (Terminal __instance) [0x00005] in ./Patches/Terminal-Start.cs:13
at (wrapper dynamic-method) Terminal.DMD<Terminal::Start>(Terminal)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Start>?970863982(Terminal)
at LethalLib.Modules.Enemies.Terminal_Start (On.Terminal+orig_Start orig, Terminal self) [0x00350] in ./Modules/Enemies.cs:149
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::Start>?-2128496144(Terminal)
(Filename: ./ContentManager.cs Line: 314)
That's causing the event that assigns Variables.Terminal to not run at all
@snow swift You probably meant to change this line here to ContentManager.Vehicles instead of Buyables 
@snow swift You didn't fix it
Actually scratch that, that's not correct (didn't see it adds itself in the BuyableCar constructor)
019618e4-273d-4b96-7ebe-afe4d6f2f84d
A lot of stuff's probably just broken because of the aforementioned error 
Any other mod with a postfix on Terminal.Start won't have theirs run at all
Worth noting this error only shows up with ItemWeights installed, probably why @plain mountain had no issues 
I'm spreading misinformation here, cruiser price still being incorrect is a separate issue (didn't error out when getting to ItemWeights compat in the other log) π
god damn it
how did i not get the same error?
π§
fix what π
the cruiser price?
could you send me your modpack code? π₯Ί
Oh that error was in the log posted above by @bitter sparrow 
No
Upgrade prices too
π₯
I should've mentioned it to begin with, but I forgot to
@timber canyon i've checked what's going on and somehow the bug happens on clients
i'll try to rework the logic a bit to account for that
@timber canyon I've updated MrovLib to fix the issue you reported - after testing on LAN there are no errors for both client and host - let me know if you encounter any!
Apparatus is duplicating when scanning for scrap on terminal
But when it's unplugged it shows as it should
π
will check
Will this ever be addressed? It's already been done for decor 'n suits after all
E.g. Inverse price should be $250, but is still visually $425 on the catalog
π
will do
honestly at this point i'm fully tempted to do my own version of itemweights mod
since it would require me to use it as a dependency
or do a super hacky-fucky patches
fuck me i'm doing it
he's going to cook
i'll try to have a release-able version ready in a moment
gotcha
the spawning weight is also something i want to tackle
but for now LQ works
sooo we'll see
also ItemWeight mod
I use that one and it worked flawlessly for me
well, that's my issue
i cannot easily use its configs in TerminalFormatter without fully depending on it
which sucks π₯²
so i'm trying to see if there's an easier way to achieve what it does
turns out there is
OOPS
stacked register
close enough, welcome back immersive scraps anvil
what're u doing?
shenanigans
redoing itemweights mod
but like, that mod is tackling the weights issue wrong
just fix the issue at the root, force items to be unable to have a weight less than 1 and a weight higher than 3
it really should be a thing that's in LL and LLL
and i plan on adding it to LL at some point
with a warning about the item that's got an invalid weight
a weight less than 1 and a weight higher than 3
is that really something causing problems π
it's clamped in a way that assumes no item has a weight less than 1 and a weight higher than 3
and by 1 and 3
i mean the value in the SO
not like 1lb or 3lbs
cuz the formula is (weight - 1) * 105
assume you have 50 lbs on your body
and you grab an item with 0.5 weight
0.5 - 1 = -0.5
yeah, i'm looking at hudmanager
-0.5 * 105 is a number im unbothered to calculate
but basically
your weight becomes something like 30lbs or whatever small value it becomes
yes, i forgot about that part, but that's not where the problem is anyway
cuz when you DROP the item
it tries to remove -0.5 * 105 weight
which subsequently adds weight
so again, the fix is in just doing something like, forcing all items to clamp their weights to be between 1 and 3
maybe not 3 but 2.5
i'd have to remember what the max weight is
yeah 2.75
not 3
the highest weight (according to my configs) is 84 (cash register)
also this assumes you dont have a mod adding extra inventory slots
nah not like that
im still talking about SO value
you mean the underlying float value?
