#Terminal Formatter
5948 messages Β· Page 6 of 6 (latest)
item weight is the most overcomplicatedly messy mod lol
which didnt actually fix the issue
so many transpilers from what i remember
is this the bug that lethal weight fix tries to address
i got it so streamlined i'm honestly surprised myself
i might be confusing myself between lethal weight fix and item weights
that's the whole thing
no terminal fucking patches
no evil refreshes
just works
lol
lol
yeah
okay
so you're making a mod that allows people to adjust item weight and item cost in runtime
is it just that a val lower than 1 or higher than 3 can overload the weight value and causes you to gain weight after dropping something
i'm making a replacement for both https://thunderstore.io/c/lethal-company/p/DarthLilo/ItemWeights/ and https://thunderstore.io/c/lethal-company/p/GuysNight/Balanced_Items/
lower than 1 or higher than 2.75 (2.75 because in vanilla you can carry up to 4 items so we assume you carryying 2.75 * 4)
because however they're patching the stuff it's not working with terminalformatter
was it to have it as a terminal formatter dependant?
and i can't be bothered to soft-depend on every mod to check its configs
oh nice, just make sure whatever stuff you do, you dont force you stuff unless a player changes default value or ticks a bool
it's not gonna be a dependency of TF
aah alright-o, it's own separate thing then
yes
it's gonna work on the same system as TF (mrovlib's contentmanager)
you dont force you stuff unless a player changes default value or ticks a bool
oh dear
that's gonna be fun to do
so it is fully compatible and without weird price changes am i right?
that is the plan
but yeah if you wanted to make a config for weights, and you want a user to be able to input a weight in lbs, just make sure they cant give you a negative number or a number higher than like 288.75
and obviously from there you have to make sure you dont fuck up basic math in converting their number to your number
this will be fun
which would just be something like:
x = userInput;
properGameValue = x / 105 + 1;
item.weight = properGameValue;
that should be all you need to do, literally, lol
plan is as follows:
- get vanilla weights
- put them in config
- use config from then
it's like a reverse engineer weight, you end with the total and the code <should> make the game say "this is the end goal" without the weird calc it does
i know you're better than chatgpt morvian
I KNOW I CAN
especially when chatgpt gets it wrong
lol
but yeah you're clamping in the wrong step anyway
either clamp the first step or the final one
The anvil lol
Will it have the same functionality as ItemWeights
Where you have to press a keybind to enter an item into the thingamajig
Every item inside at once in its config would be bloat, and you would have to painstakingly sift through the items for the one you want to find
I mean item as in like items you physically hold
Not decor, upgrades, etc
it's gonna be sorted alphabetically, so it's gonna be less bloat than an unordered list
oh yeah, i can make them use sliders
as long as they use the 32 bit integer limit just in case people want absurd price ranges
so a better solution would be to have a keybind that generates configs after it's pressed with that specific item in hand?
i'm not sure i see how that's better UX
oh no π
the only problem is the keybind for itemweights has to be changed by each individual person
for a while i didnt even know it was rebindable
exactly my point
if you have to go through README to begin using a mod and its configs
well maybe the problem is more so the default is I
There should be an option for a keybind instead
because I don't want to scroll down through 99% of shit I don't use
why is navigating through an ordered list bad
like genuinely
i want to know your reasons
More time-consuming, and I have slight trouble reading and keeping memory
hm
Having specifically only what you want in the config is nicer Imo
Does this mod still get updated? Would it be possible to add support for LethalMoonUnlocks moon discounts?
As in have a (-X%) next to the price of discounted moons, like with shop items?
i'll try to add that, no promises as to when
Is the mod compatible with v70
Works fine for me
Actually, did Experimentation always go right up to the 'B'?
Feel like it should be offset slightly, don't remember what it was like before
experimentations hazard level is B in vanilla
i dont believe the hazard levels are actually trying to be helpful to the player though, ive always taken them as only specifically talking about the moons environmental conditions and not monster spawns/activity
Ah no I meant the formatting, it looks like it's all one word
Like I don't think it did this before, could be wrong though
there is a way to make it spaced out cause my mod pack isnt like this
but i dont remember
cant check atm
Yeah it's possible it was fixed before by another mod that I haven't re-enabled yet
Wait actually it's a D not a B, no idea what mod changed that
I thought it was Map Improvements but that's still disabled rn
LLL does that
and, umm
what happened here π³
i don't know tbh
i thought you change all of the ranks based on the difficulty rating calculations
@snow swift the simulate command for non-host clients is bugged and shows the moon's default interior chances as opposed to configured chances (if there)
π₯Ί that's not good
That happens when you use LQ
Not a terminal formatter issue
Unless you are not using it
i use CC
Maybe it happens with CC too who knows!
The simulate commands only looks the LLL interior chances.
If you change it with CC or LQ, it won't be seen
that isnt true
the game takes the CC or LQ interior chances, but the simulate will show the LLL ones
i see the changed weights as host
but for non-host clients, it doesnt show them
id have to record my entire desktop for proof
If you want to check the CC values, copy and paste the chance values on the LLL config to match the values
and i just turned off my pc
afaik, I don't
but i gladly will show that is the case
I've always seen the LLL values regardless using CC or LQ
and I've used both
deeply
lll configs aren't synced
i'm just formatting what LLL is showing
if the result is different without my mod present, i'll gladly look into it
π₯Ί
well i think batby confirmed its more so LLL than this mod
yesnβt
If cc or lq is meant to sync values its on them
Otherwise just not implemented yes
Hey @snow swift terminal formatter has bug where cruiser value appears as 0
I tested it alone and confirmed it was this mod
It appears as 0 in the store but still is 370.
Plz fix soon when u have time
Hi ! I've been issuing this error
This seems to be due to a mod but I can't tell which one from the message
basically it prevents from scrolling in the terminal
MrovLib reads the Terminal instance as null, hence the error
it's impossible to occur without other mod breaking completely
could you check if you get any errors earlier in the log?
I'll check
I doubt it has anything to do but just in case
it happens way earlier, I think it's around the gameplay start
There's no earlier errors related to the terminal
yeah, you have Sector-0 added twice
possibly in a bundle and standalone at the same time
this can cause such issues ?
yes
I don't understand why map makers don't make "modpacks" instead of bundling all their moon in one zip
π
Alright I'll retry
I've been fighting for exactly this for many months
I support your cause
but some moon makers (I'm talking about your bundles again, @narrow latch) have their own vision
and, well
it's not bad
but god it's painful
It's painful both for players who install mods and end up with conflicts like these, because you don't really know which moons you have installed, and it's painful for Thunderstore because you literally double upload your mods
I've added those ugly-danger-color logs to clearly indicate that the game will throw a fit
Good to know
because I've been resolving exactly this at least 10 times
Alright I'm sorry that you have to re-re-resay that xd
and it's causing issues in my mods, LLL and others that have anything to do with planet names
oh, no problem at all
a quick look at logs fixed it in 10 seconds
Yep
Yep I understand your feeling
Useless to say that when your mod relies on many others, it's always a pain to figure out where errors might come from (Enhanced Monsters is a little player in this domain)
what did I do
out of curiosity: at what point did those show up (right after starting a lobby, during loading, after loading in)? π
because they are supposed to be a last thing after completely loading into a lobby
I'm not really sure but it's before the game tells that the lobby is open, and after you select a save
so you can see that something is not right and it's not lost in the weeds
so I'd say during the loading
alrighty
you are bundling your moons in a zip instead of making a modpack
so I don't know which moons I have installed in gale
you bastard
You're overloading Thunderstore servers :(
I'm gonna be honest: the journeys update wouldn't work with everything standalone
buuuut
the download sizes holy shit

I though it does?
Don't you just have to have Galetry installed for all the journeys stuff to work?
the first release of journeys was bundle-only
and I've made my comment based on that bundling choice in mind
since releasing day-1 everything separately would've been difficult to make people experience it like it was intended to be experienced
Oh right
galetry is a weasley's moon ?
is THE Wesley's Moon, where the Journey begins!
me when i make galetry thunderstore depend on all the standalone releases
What metric does SORT: DIFFICULTY use?
Can I do anything to customise the order moons are listed?
Probably the rating (B, A, S, S+, etc)
That's what I would've thought but it seems pretty arbitrary from what I can see
Probably this one
it uses the difficulty rating from LLL
no, not yet
its not that simple.
each moon is given a rating # which then get categorised into the visual referenced letters you see. LLL uses a base dictionary based off what the vanilla moons are given and their ratings, to assign ratings to anything else that doesnt have a rating.. but thats more the visual stuff, the hidden number is just a calculation.
so the "order" for "difficulty" is the numbers you dont see afaik, you can actually change that text with a post fix, and the order wont change.
this gives an idea on what in LLL controls the order, as i basically patch things and provide my own values. (sorry about the 10 tonnes of commented out code.. i did have a lot of fiddling to make this work)
https://github.com/VirusTLNR/DynamicMoonRatings/blob/master/Patches/MoonRatingsPatch.cs
in theory (havent checked), you could setup your own ordering system, own sort option, and decide how they are sorted in a similar way. (edit, actually, the custom sorting in my mod above probably does it for you, but not on the fly)
I really wanted to avoid it π₯²
avoid on the fly changes? xD or new sorting options? haha
haha, gl xD
@snow swift are you relatively active-ish nowadays?
eg. if i changed a couple terminal names you might be looking at would it be a pain to update your stuff when i updated?
generally ofc
Not at all π
@snow swift small QOL but the terminal refs in LLL are cleaned up π
old
internal static TerminalKeyword routeKeyword;
internal static TerminalKeyword routeInfoKeyword;
internal static TerminalKeyword routeConfirmKeyword;
internal static TerminalKeyword routeDenyKeyword;
internal static TerminalKeyword moonsKeyword;
internal static TerminalKeyword viewKeyword;
internal static TerminalKeyword buyKeyword;
internal static TerminalNode cancelRouteNode;
internal static TerminalNode cancelPurchaseNode;
new
public struct KeywordReferences
{
public TerminalKeyword Route { get; private set; }
public TerminalKeyword Buy { get; private set; }
public TerminalKeyword Info { get; private set; }
public TerminalKeyword View { get; private set; }
public TerminalKeyword Moons { get; private set; }
public TerminalKeyword Confirm { get; private set; }
public TerminalKeyword Deny { get; private set; }
public KeywordReferences(TerminalKeyword route, TerminalKeyword buy, TerminalKeyword info, TerminalKeyword view, TerminalKeyword moons, TerminalKeyword confirm, TerminalKeyword deny)
{
Route = route;
Buy = buy;
Info = info;
View = view;
Moons = moons;
Confirm = confirm;
Deny = deny;
}
}
public static KeywordReferences Keywords { get; private set; }
public struct NodeReferences
{
public TerminalNode CancelRoute { get; private set; }
public TerminalNode CancelBuy { get; private set; }
public NodeReferences(TerminalNode cancelRoute, TerminalNode cancelBuy)
{
CancelRoute = cancelRoute;
CancelBuy = cancelBuy;
}
}
public static NodeReferences Nodes { get; private set; }
so now we can just do eg. TerminalManager.Keywords.Route
if Unity didn't suck ass and was on the newer c#'s i could extend it into Terminal directly as a static property but oh well
actually just chucked them in there anyway since most people do terminal stuff in the context of having the singleton reference
so you can also do myTerminalInstance.Keywords().Route
Code Rebirth has decorative items that are set as upgrades by default. Swithching them to decor instead of upgrades doesn't seem to work with TF. They still show up in upgrades.
does CR support changing their "section" mid-game?
if yes, then it's not gonna work nicely with MrovLib (in its current form)
no
i believe agitatio said they reloaded their game as well
helloooo can you make oxyde not shown all the time
thought it was selenes choicebut this one was at fault
or maybe its both at once..
but disabling this fixed it
You don't check for hidden/locked mrov?
I do
don't really know why it's happening
0199a808-46f8-4407-bfb0-c3f685ca48e9
Unable to scroll at certain pages in the terminal; mod vomits out a huge error when I try to do
@snow swift
I'll take a look when I'm back home, sorry for no response π
It's all good, I was just wondering if u actually saw it
why do you have coderebirthlib installed?
what the fuck is happening lol
liquidation being twice is amazing
i sincerely don't know why it's happening, but that's the cause of error
found out it's a dep of lunarconfig
good luck
i have no idea
iirc they have another moon renamed to liquidation using lunarconfig
why would you do that
most prob cuz of LunarConfig, that mod needs to be updated, but the modder is kinda busy atm
Oh my god I missed all of this somehow
Yeah I renamed custom moon Bilge's display name to Liquidation, and I guess that busted Terminal Formatter's... scrolling somehow???
Because Liquidation real 
What's wrong with having coderebirthlib?
[Error : Unity Log] TypeLoadException: Could not load type of field 'TerminalFormatter.Nodes.Simulate+<>c:<>9__2_1' (1) due to: Could not load file or assembly 'LethalLevelLoader, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Stack trace:
System.RuntimeTypeHandle.CanCastTo (System.RuntimeType type, System.RuntimeType target) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0000)
System.RuntimeType.IsAssignableFrom (System.Type c) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0020)
UnityEngine.InputSystem.InputManager.RegisterCustomTypes (System.Type[] types) (at <7d67996a352a4f4fa0df2b7c9570fda6>:IL_0022)
UnityEngine.InputSystem.InputManager.RegisterCustomTypes () (at <7d67996a352a4f4fa0df2b7c9570fda6>:IL_0064)
UnityEngine.InputSystem.InputManager.InitializeData () (at <7d67996a352a4f4fa0df2b7c9570fda6>:IL_06DB)
UnityEngine.InputSystem.InputManager.Initialize (UnityEngine.InputSystem.LowLevel.IInputRuntime runtime, UnityEngine.InputSystem.InputSettings settings) (at <7d67996a352a4f4fa0df2b7c9570fda6>:IL_000D)
UnityEngine.InputSystem.InputSystem.InitializeInPlayer (UnityEngine.InputSystem.LowLevel.IInputRuntime runtime, UnityEngine.InputSystem.InputSettings settings) (at <7d67996a352a4f4fa0df2b7c9570fda6>:IL_0028)
UnityEngine.InputSystem.InputSystem..cctor () (at <7d67996a352a4f4fa0df2b7c9570fda6>:IL_000F)
Rethrow as TypeInitializationException: The type initializer for 'UnityEngine.InputSystem.InputSystem' threw an exception.
UnityEngine.InputSystem.Users.InputUser.GetUnpairedInputDevices (UnityEngine.InputSystem.InputControlList`1[UnityEngine.InputSystem.InputDevice]& list) (at <7d67996a352a4f4fa0df2b7c9570fda6>:IL_0007)
UnityEngine.InputSystem.Users.InputUser.GetUnpairedInputDevices () (at <7d67996a352a4f4fa0df2b7c9570fda6>:IL_0009)
UnityEngine.InputSystem.PlayerInput.AssignUserAndDevices () (at <7d67996a352a4f4fa0df2b7c9570fda6>:IL_0281)
UnityEngine.InputSystem.PlayerInput.OnEnable () (at <7d67996a352a4f4fa0df2b7c9570fda6>:IL_0019)
new update = )
I don't have LLL
Oh lol
I'm just searching what mods broke with the new update
TerminalFotmatter might be hard depending on LLL then :p
it is not
if they don't have LLL then it's really surprising
cause Simulate node only initializes when LLL is present in the chainloader
actually, could you send me your modpack code?
because - I suspect - that LLL dies along the way and Formatter can't call it
0199b054-933c-ab53-4026-d78dc76e5a22
if you're on v73 then yeah 100% LLL dies
netcode patcher is dead and fixplugintypes are dead rn mrov
@snow swift Can you update Terminal Formatter to remove LGU as a dependency? When both mods are present right now the game errors on boot and launches vanilla
Like I said the game won't boot modded cus of the error if TerminalFormatter and LGU exist
lol
I had to disable Terminal Formatter
dawn must do something with either mod then
I'll try to push the hotfix tomorrow
it's just a case of changing when the patch runs on my end
i see
will be an easy fix
was about to come here to say the same thing
@snow swift Terminal Formatter update still releasing today bud?
oh i haven't even started working on it lmao
Oof
if you could check if this version works, i'd be super grateful
Isn't it just a recompile with the new netcode patcher, or is there other stuff that needs to be fixed?
@plain mountain
Will test in just a sec
It works π
nice
Oh wait uhhhh
What happened to the Store node and a bunch of the other nodes?
LOL
Only Moons Route Locked and Simulate are here

A bunch of the nodes went missing

I noticed the Store was vanilla, checked the config and β οΈ
the fuck
I'm just as confused lol
@glass bone They wrote Gullible on StoreRotationConfig

and - because the project is very old i'm doing soft-compats in 3 different ways
they all died
lmao
π
i seriously consider deprecating at this point
Hamunii has been working on a mod to fix the GetTypes stuff
But uhhh you could set up your soft deps in the way pacoito does, @glass bone You got that example bud?
Cus it still works on v73
Yes but I shall withhold the information 
fair enough
perish
I can't believe you would torture morv like this
XD
Ye any reference to a soft dependency should be quarantined under a [MethodImpl(MethodImplOptions.NoInlining | MethodImplOptions.NoOptimization)]
Then said method should only be called if the dependency is found
If you mean the typo, that's just the LLL assembly lmao π
i know that π€
i'm talking about this:

Does LLLCompatibility.Init() have the funny attribute above it
not yet π
Might also need it for LLLCompatibility.GetLLLSettings() but not sure
it's not even initializedπ
Oh wait no it's the new Nodes.Simulate()
Move that inside LLLCompatibility.Init() or something

i don't know what the hell is happening
It do be fixed by https://thunderstore.io/c/lethal-company/p/Hamunii/TypeLoadExceptionFixer (most likely)
But there should be a fix you can do
π
IT WAS FUCKING LINQQQQQQQ
right now?
@snow swift i am pretty sure this is your fault
at least it only effects vanilla moons ig
Okay let me correct myself, this is a bug that is fixed in the 0.2.32 build that Mrov had me test, he forgot to push the update
lol
@snow swift Goober
did I not
bro's only lvl 59
not even ar70 yet π
Uhm...
I'm getting this
a weird Rotting to below the Orbiting
and a line
yup, this shouldn't be here
rotting to ass
It is not this mod
reverted the version and the bug is still present
at least there's this
Any potential fix for the weather misalignment other than not using the weather?
fuck it's this again
ummmm
yeah, I'll make a thingy to solve this issue in next Registry version
may i ask what does difficulty string length do exactly? if it does what it says, should i put it on 1 to keep things vanilla?
it will cut off the + and ++ from some difficulties visually
and turn Safe into S
the difficulty string is the moon difficulty rating. the length config enables you to make it longer or shorter. vanilla is 4 afaik (maybe 3?), not 1.
could you send me your modpack code?
this actually happened while testing it, so i had to remove it
BUT
im giving you the modpack still
019a640f-0f36-ad43-76b3-87b8c9656112
I've had no problems as well
yeah ill try to replicate it today
alrighty!
also i found an issue when dawnlib is present, but i cannot get to the root of it today
the moon catalogue just doesn't load lol
Wait what? It works for me though
TerminalFormatter's I've been using it, is it only broken with DawnLib though? Cus I have both DawnLib and LLL in my pack π€
If it's a thing when you have DawnLib only I can see that happening lol
i had TerminalFormatter, Dawnlib, LLL and LLLU enabled 
Weird
yeah
i'm not digging further for now, but i'll check in some time if it's reproducible for me
Both works for me in my pack
okay so now it works for some reason?????????????????
insanity
Remastered
the mod for me just isnt working π
I'm running into the same problem with DawnLib, LLL and TerminalFormatter
The moon menu is still vanilla but others are working
Modpack code : 019ab0b8-a4aa-087f-dae8-093341077b97
I've opened an issue on DawnLib side but i'm not sure that it's the true culprit here.
I have no idea why this happens cus it works fine for me
Do you have TypeLoadExceptionFixer? I can only assume that is what might fix it if you add it
I tried to add it but this doesn't fix the issue
I'll ask some friends to try reproducing the issue
Mrov himself also reprod it I have no idea why it works okay for me
try regening your LLL and TerminalFormatter configs?
Yes, but sadly, it doesn't seem to fix the issue
hello, is this related to terminal formater?
No crash, but this shows up in my console when i use the terminal.
there's no logs from terminalformatter
and it's not in the stacktrace
soo I heavily doubt it
after adding multiple optimization and fix mods, it fixed itself so nevermind that
but one small thing is that i set lines to scroll to 1 and while shop does scroll really slow now, planets still scroll Way too fast. (probably due to amount of them i added, but still)
cant you just individually unlock all locked moons from it? im not saying this shouldnt be fixed but you can probably just do that
or is it not just unlock all
yeah
Just making sure but you didn't forget did you @snow swift 
i did not in fact forget
Is there a way to display the cost and weather but not the risk level?
could you test if this release fixes that issue?
sure i will test it in a sec
still locked 
alright, i honestly don't know what's the exact issue that you're experiencing - could you give me more details about your issue? what's the expected behaviour, what's the steps to reproduce?
and - preferably - your modpack code as well π
Modpack Code: 019bb3a5-bbd1-c8ea-c9b3-9e16bbd93807
I have Is Locked? set to false for all of wesleys moons, which used to allow me to route to them despite not having them unlocked.
Problem: The moons are still locked
Steps to reproduce: make a new save. Type in any of wesleys moons and it will say the route is locked.
I remember having Cordillera still being on the list despite it being on "Is Hidden? ON"
but that's an issue for other thread as it was also w/o TF
oh that is just your code imported
i didn't add or remove a single thing
i've tried a few wesley moons and it routed without issues π
this one?
oh yeah uhhh
do you have progression enabled?
ye it should be on
it shouldn't if you don't want the moons to be locked
well i want the progression features without unlocking them
which used to work so i thought lunar changed something
but then i was told it is due to terminal formatter
oh i see the issue now wtf
I don't think TF has influence on locking the moons
but I might be mistaken
alrighty i have no idea what's happening since it should be unlocked
i'll investigate further tomorrow
goodnight mrov
might be on dawn/lunar because i dont remember this being a problem before lunar moved over but idk
and thanks for looking into it
Wouldnt it be better to just disable progression in wesleys own config instead of lunar
Ooooh
Well thst might be the issue then
Ive heard those configs dont go well together
Hey morv have you found a fix for Oxyde showing on the terminal even if its locked?
yeah it is not a big thing i just always do that for the ones i already unlocked
Thank you! Turns out I had that unchecked but it's just incompatible with LethalMoonUnlocks π€§
π₯²
i think i did
at this point i've spent a few days trying to look into this issue and i have no idea what's really happening
:( well lets hope it has been fixed
i was debugging this shit with debugs disabled
lord give me strength cause i hate this so mucj
π
You know its bad when you wanna work in weathers π
You can do it!!! I believe
tbf i really want to finish that update
and the terminal fix was supposed to be a copy-paste
moon list doesn't display locked/hidden moons, which is good
but i still can't route to them
Oooh even if they stop being locked you cant route?
And you cant route to hidden moons either?
that is a good question
i'll check
LLL overrides it
lmao
Hey, could you check if this version works?
sure i will check it later
HI MORV
SO
tested with oxyde
it doesnt show in the moon catalogue when its locked
you can still type oxyde and it will appear if you wanna confirm or deny
if you confirm it says coordinatesnot found
i think thats the intended behaviour
thing is
after unlocking it, it still doesnt appear in the moons
but you can route to it
hmmmm
you fixed it now for me
not for me :c
asteroid 13? lmao
WHAT
yippee π
oh bwaaah
that is not great
cause it is supposed to check the status every time you interact with the page π€
Yeee :(
could you send me your modpack code? i'll dig into that bullshit later
even better
@snow swift hi
TerminalFormatter 0.2.33
- (hopefully) fixed issues relating to incompatibilities with DawnLib and LLL being present together
Omg i still cant send my code im sorry
I should be able today later, but youll prob be sleeping haha
You wish
Maybe this will also fix the annoying ship lag it was causing us as well lol
those changes would be unrelated to whatever placebo you were havin
Twas not Placebo but okay
was it tho
did you verify and confirmed without any doubt that was just terminalformatter?
Yeah we got some odd lag after readding it in recent sessions, I think some weird compatibility thing with OpenBodyCams or TwoRadarMaps or smth
Cus one of the games that had lag was when the Body Cam was on, even when I wasn't on the ship
Was weird
lol
It could have also been smth that updated, I need to do more in depth checking of stuff in the pack when my burnout subsides
I'm taking a break for at least 2 weeks
I need it
do i still send the code? or should i test if its still happening
also i dont see the update on ts
Lol
It seems I can't simulate asteroid-13 from wesley's moons. Names I tried were asteroid13 and asteroid-13, though...
...if I try asteroid or asteroid 13... well...
This error pops up
019c0792-1247-f2dc-448e-dc1428f5b08e
Code if ye wanna give it a try. Contains 27 mods
Yeah simulating asteroid 13s been broken for a while with TF
ah
that's good to know
I'll check what's up
Speaking of simulate, can there be a way to simulate only the moon that you're currently orbiting? Something like... an example... simulatecurrent which will simulate the moon that you're actually orbiting around
it's the issue I DM'd you about π
Unless that's not possible to do
or just "simulate" without any moon name xD
isnt simulate an LLL feature?
huh... then... why does it break with Terminal Formatter?
Without Terminal Formatter, now it works
Yea, that can work... though prob will have to suggest it to LLL
Terminal Formatter replaces the Simulate node
You can turn off it doing that in it's config
I see
Whar
What's it replacin it with
Terminal Formatter with it's own simulate shows the percentage as well as the weight values, while with LLL's simulate... only the percentage shows
Oh
...and some moons like Asteroid-13 if you were to simulate it with TF... you get a nice error
in the message you've sent (#1213797469192855553 message) it says that the issue is in GetNumberlessPlanetName
so yes, simulate is LLL thing
but TerminalFormatter reformats it, hitting that error
Ye just saw it
i don't really know why it's doing that
will try to test it
mhm
fucking faaaaantastic
Oh 
Oh wha in ExtendedLevel?
Or uh from LLL's side rather
LLL creates simulate nodes that have terminalEvent field set up to the planet's name (sanitized)
and, umm
asteroid13's node is just asteroid
Ye I can change that

It'd conflict with like Asteroid-14 for instance
i guess so
Hyve formerly known as Asteroid-14
question is: what was the decision that led to that being the way it is?
do events go insane with numbers inside?
was it too complicated to get starting numbers but not ending ones in names?
god only knows
I do not possess an answer 
Guess I'll find out 
@glass bone i am ashamed to admit that this little snippet of dogshit code fixed it:
i should probably cache the keyword array
so it's only gonna be bad
Lol
so the hack i've figured out is: the order of levels in StartOfRound is the same as in CompatibleNouns for simulate keyword
so i just compare the indexes lmaooooo
it's so fucking bad
Throw in a DawnLib moon 
A few ye
This one for instance: https://thunderstore.io/c/lethal-company/p/Pineguys/Fluffyland

an hour ago???
Lmao
oh
oh ok
Ye
xD
But yeah Forsaken here too: https://thunderstore.io/c/lethal-company/p/Lilac_Luna/Lunas_Moons
Also Oxyde 
W mrov
Don't have to test Oxyde I just threw it in as a DawnLib moon, for it is one 
oh wait i had it installed the whole time
π
for testing new registry
Oh lol
huh
I guess you are not installing Code Rebirth
For it is already present 
virus
Oh weird I was expecting them to be first 
if that changes every launch i'm gonna kill someone
at the same time
i don't really care anymore
maybe it adds it to vanilla lists later tho?
i don't know
0.2.34
- fixed an issue with
Simulatenode not working with levels ending with a number (thanks, @steep lagoon !)
Do we know if simulate fissionc would work, or is it just with "-number" endings?
I'm stupid I haven't checked that myself
did you fix the issue with phobos / deimos too?
looks like ya did
... this is why we use thumbnails that indicate what a mod is. i had ZERO clue this even existed.

yes i know it aint required, but i like to be aware of what moons are available
It's this thread if you're wonderin: https://discord.com/channels/1168655651455639582/1263283058266603644
thats the funny thing, it has one of the best visual looking moons out there too lol
Ye
im not late, you're late
i think moons we're being dumb with some chars incompatible with es3 so i just got in the habit of using the super stripped name in a few places
i probably over did it in that context
might be
its also possible this was genuinely implemented before moons had numbers in their name
lmao
Asteroid-13 do be a pretty old one though
I recall button not being synced (when it was using LethalExpansion) and everyone in the lobby having to press it 
Terminal formatter doesnt display the correct price of items when I change them with lunarconfig (the vanilla items like pro flash, lockpicker)
Price 25, total 15
This is known iirc, should work with StorePlus though in darmuhβs mod
Should, Iβve seen a couple cases where at least one thing from DawnLib needs to be in the store for it to properly show the price change
oh yeah, I think I know why
I'll try to get that sorted soonish
After registry update :3 hehehehe
technically registry update is fully done
I'm waiting for 2 confirmations and I need to write docs
and that's all
Amazing!!
I prolly should have been ballsy and tested Experimental the last time we played but I was too worried about prioritizing keeping the pack stable at the time and Experimental mods scary 
But I may run some off stream tests with it, would allow me to migrate configs too
i'm about to release (hopefully) the final release candidate version, which should be stable enough
Neat
I will say I havenβt seen you be bombarded with bug reports so seems like itβs been good so far
I, too, was spooked by the EVILWeatherRegistry name
Whats the state of like uhmm weather mods like le and lw??
Will they die??
i know that paco did a fix for LE, and ziggy was testing it from the beginning, so i'm confident to say that both are ready to go
Yayyy
hey
This option works for shop but does not seem to work for moon list.
Scrolling moons just goes like 15 lines always
turns out the problem is on LLL end, but terminal formatter should be overriding it though.
HOw 'in depth' is the difficulty sorting? out of curiosity? Or is this LLL's difficulty sorting?
Is it just simple D tier to S tier sorting with no regards to anything else?
(In general any implementation of dynamic difficulty calculation can't be super in depth as level design & fog zones plays a massive part which can't be accessed without the level being loaded)
storing this data in Editor is totally possible (but also so much work i don't care for) 
kinda ish yeah
Ah yeah I get that, what I mean specifically is the order in the terminal moon listings, I made a small mod to group together moons and unlock them by quotas completed. After that, I went back and set it up so the prices of the moons in previous unlocked groups have their prices cut by a set percentage, but when messing with 100% discount (so free), the order of the moons went pretty messy
(personally) Intended and in order, when sorted by pricing:
- Experimentation, D Grade, 10 Credits
- Vow, D+, 20
- Adamance, D++, 30
- Moon4, C, 50
- Moon5, C+, 70
- Moon6, C++, 90
When all prices are 0, still sorted by pricing:
- Adamance, D++, 0
- Experimentation, D, 0
- Vow, D+, 0
- Moon5, C+, 0
- Moon4, C, 0
- Moon6, C++, 0
As for difficulty sorting, I forgot off the top of my head but I know its way more of a mess when using C, C+, C++ grades
Of course, i can circumvent this completely if i use anything other than a 100% discount as long as all the moon prices are different
I'm using LLL sorting
when its letters like that, its still sorted by a number.
its like all moons are given a number, and when they get displayed, it translates the number to a "tier", that tier is what you see.. (in LLL's sorting), but moon makers can also just set their own rating of their moon, which i think borks the difficulty order, but i d k... havent used LLL sorting by difficulty in over a year.. x.x been using my own mod for setting difficulties and sorting them and it overwrites ALL moon ratings with my own system.. so i bypass that issue x.x (i replicate similar to what LLL does, just apply it to all moons...)
maybe LLL just needs to have a toggle to enable their rating for ALL modded moons? (not vanilla as LLL use vanilla as a baseline =p).
what mod may this be per say ...... if i dare ask
https://thunderstore.io/c/lethal-company/p/VirusTLNR/DynamicMoonRatings/
also uses the same numbering system, but my scale is different, so will lead to different ratings, but the ratings should be in the correct order when sorted by difficulty, if they still arent in the right order for you, then let me know.. because I would have noticed i think before meaning maybe you have some other issue than LLL (as im replicating LLL's system other than the moon maker's moon ratings being overwritten)
after re-reading what i wrote originally above.. i should probably "remove" the LLL ratings setting in my mod, and instead have an "LLL" mode, that just overwrites all moons with LLL's own process and ignores my process.. but i didnt think of that when i created it.. lol, maybe ill do that in a future update (whenever that is... x.x)
Will certaintly give this a shot when i return to dealing with terminal moon stuff
@snow swift when quickly typing commands between each other, sometimes it gets cut off
this happens to me way too often, the first letter or 2 just get cutoff, like here you can see the "c" got printed next to pro-flashlight
and i would have to retype the command
you can see here as well
oh, interesting
they tell me im a fast typer but i didnt know im that fast
it just happens when i type a command right after the other without waiting after pressing enter
been that way for a LOOOOOOOOOOONG while. i dont even consider it an issue
i'll see what i can do when i'm around to work on this mod
@snow swift I was getting some errors with the terminal using this in v81
Detailed scan page shows easter egg after explode
maybe presents too after open
im gonna test
TerminalFormatter changing of look of the Simulate command page is incompatible with some part of DawnLib. When I have it enabled in the config the command doesn't run (at stays typed out in the terminal and doesn't do anything) and I get this error:
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0009)
TerminalFormatter.Nodes.Simulate.GetTheFuckingLevelFromSimulateNode (TerminalNode node) (at ./Nodes/Simulate.cs:89)
TerminalFormatter.Nodes.Simulate.GetNodeText (TerminalNode node, Terminal terminal) (at ./Nodes/Simulate.cs:26)
TerminalFormatter.TerminalPatches.LoadNewTerminalFormatterNode (Terminal __instance, TerminalNode node) (at ./TerminalPatches/ReplaceText.cs:59)
(wrapper dynamic-method) Terminal.DMD<Terminal::LoadNewNode>(Terminal,TerminalNode)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::LoadNewNode>?1292945428(Terminal,TerminalNode)
Dawn.TerminalCommandRegistration.AssignNodeProperDisplayText (On.Terminal+orig_LoadNewNode orig, Terminal self, TerminalNode node) (at ./src/API/TerminalCommands/.TerminalCommandRegistration.cs:58)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::LoadNewNode>?-852938900(Terminal,TerminalNode)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::LoadNewNode>?535805192(Terminal,TerminalNode)
Dawn.TerminalCommandRegistration.HandleQueryEventAndContinueCondition (On.Terminal+orig_LoadNewNode orig, Terminal self, TerminalNode node) (at ./src/API/TerminalCommands/.TerminalCommandRegistration.cs:357)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::LoadNewNode>?1557790592(Terminal,TerminalNode)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::LoadNewNode>?-590477538(Terminal,TerminalNode)
Dawn.Internal.TerminalPatches.UpdateItemPrices (On.Terminal+orig_LoadNewNode orig, Terminal self, TerminalNode node) (at ./src/Internal/Patches/TerminalPatches.cs:29)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::LoadNewNode>?948502776(Terminal,TerminalNode)
(wrapper dynamic-method) Terminal.DMD<Terminal::OnSubmit>(Terminal)
UnityEngine.Events.InvokableCall.Invoke () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0010)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0049)
TMPro.TMP_InputField.SendOnEndEdit () (at <34a16a0b0f624a15b30cd8fbba9e4e1e>:IL_000E)
TMPro.TMP_InputField.ReleaseSelection () (at <34a16a0b0f624a15b30cd8fbba9e4e1e>:IL_001B)
TMPro.TMP_InputField.DeactivateInputField (System.Boolean clearSelection) (at <34a16a0b0f624a15b30cd8fbba9e4e1e>:IL_00B0)
TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <34a16a0b0f624a15b30cd8fbba9e4e1e>:IL_007C)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <3af4be95fc4a4bad89fc96a2319eb4a6>:IL_0000)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <3af4be95fc4a4bad89fc96a2319eb4a6>:IL_0067)
UnityEngine.EventSystems.EventSystem:Update()```
I asked in the DawnLib thread and it sounds like its this mods fault
Thanks for the log, I'll get that fixed as soon as I can
This one too if you could fix
oh god this project is a mess
This one too
that one might be a little more challenging, but I have it saved
People still type confirm instead of c? 
i just type c
Biggest problem I'm seeing is not being able to remove moon tag filters when terminal formatter is used in tandem with DawnLib and LLL, actually just makes the catalogue unuseable until the game is restarted.
really? does filter none not work? π
how in the hell
TerminalFormatter 0.2.35
- updated the mod to work with v80 of Lethal Company
- removed compatibility with LethalQuantities
- removed compatibility with AdvancedCompany
- updated soft-compatibility modules for parity between them
this update should fix all terminal errors and LLL/DawnLib issues the mod was having since the v80 update
are you going to release this update today?
mrovware strikes again 
okay it's up now
Hey just wanna ask was this fixed in the latest update?
xD
Fix: Type slower
no, not yet
That problem with easter egg and gifts wasn't fixed.
i know - i haven't fixed it yet π€
fuck i checked and it doesn't work
Is it possible to add compatibility with this option from butteryfixes (the part about butler knife) and Detailed scan page?
the first part (scrap on Gordion) already is there, I can add compat with butler knives, no problem
filtering moons with dawnlib, lethal level loader, and terminal formatter does whatever this is and doesn't update the screen view.
yeah, unfortunately I know about this issue, I'll have a fix for that soon
thank you in advance for uncooking my save
Hi, I'm having an issue after installing Terminal Formatter where getting on the terminal gives me this error. I do not experience any actual bug in game but wanted to see what could be causing this.
Sure! It's a bit of a mess because I was also having issues with the Poltergeist mod and OpenBodyCams. OpenBodyCams has since been removed, we couldn't get the errors to stop but also couldn't pinpoint the source...anyways, thanks for looking. π
And I doubt it too, TerminalFormatter has always worked really well for me! But I thought I'd start here and maybe you could at least point me in the right direction. I appreciate your help, your mods are great!
There is a bug that simulate "moon_name" command from LLL doesn't work when terminal formater is installed
do yall know why this mod wont show the hidden moons, i have the setting enabled and artifice and embrion are not there
prob broken hehe idk i know the mod is a bit buggy
this will be fixed soon
π₯Ί
i do have a better way of checking hidden moons without hardcoding them and/or depending on LLL to check their status
which is what breaks it right now
honestly I don't really have an ETA for all the needed fixes, but I'm working on getting everything done
I know I don't speak for everyone but it's certainly healthy to hear but take as long as you need, your mod is great and it's definitely my favourite mod that changes the terminal in any way so I'd prefer it works rather then it's rushed
This speaks for me at least. π I really appreciate the modders and what they add to the game.
Oh is THAT what its been?
cuz in my ultra modded modpack
something fucks with Terminal Formatter causing it to break the whole terminal

hows it going?
@ionic dawn wdym by β
A chance encounter has occurred
try if it breaks with this installed
the way that TerminalFormatter is working right now needs a rework so large that it will be split into two mods entirely
so try disabling Simulate node in TF and install the mod I've linked
it should work seamlessly
i just tried this in my modpack and the sim command worked just fine again
@snow swift hidden moons still aren't showing. code: 019e80e4-3155-df2c-d1f9-e2cfc6c099e2
with terminal formatter?
Yes
alrighty, nice
thanks for testing!
@snow swift now its putting them on top of moon list instead of sorting by price
the hidden moons
this breaks with sma11s moons
causes paid moons to display as free
and makes every moon display their number before the name
I should clarify it only effects the moons in that mod
it doesnt result in everything globally breaking just sma11s moons
and terminal formatter doesnt have the same issue
huh, interesting

