#Lethal Moon Unlocks

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dapper tusk
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that would be related to a specific mod. Openlib does not change any keybinds

dapper tusk
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if you have further info you can post here, don't wanna hijack xcore's thread

prisma ginkgo
dapper tusk
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no worries, just dont wanna detract from the topic focus here ๐Ÿ‘

prisma ginkgo
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Also big up to @rustic hatch as well, I love what you're doing with Lethal Moon Unlocks, very interesting mod

tidal sluice
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so i'm aware lq's moon price setting doesn't work with the moon sales here on, but does this mod at all interfere with lq's conditional pricing when sales are turned off in the config?

tidal sluice
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ok it seems like this mod being present at all - even with almost every config option turned off - break's LQ's conditional pricing, is this something that can be fixed on this mod's end, or is there some sort of workaround?

rustic hatch
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Got ya. Thanks!

rustic hatch
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Yeah, that's me. I guess I can change it to not do that.
So the scenario is you're changing prices via LQ depending on the moon you're at (or just in general?) causes the problem, yes? Just so I can test that it's resolved

tidal sluice
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but yes, specifically conditional pricing (when prices are set per-moon in LQ) seems to be messed up

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the global price seems to update fine, but then it won't update to the new conditional price when you re-route

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i got it to update to it once under specific circumstances (some combination of leaving and rejoining) but haven't been able to replicate it

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it makes sense that the other modes would mess with prices, but the way i'm using this mod is as a way to add a random chance to unlock random bonus moons for a day (so i don't touch anything outside of discovery/sales if they work)

broken haven
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ok, the starting moon thingy is still bugged.
Somehow, I got into the LAST moon of my modpack :,]

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"aerona"

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wich is not set on the whitelist

broken haven
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Still getting random moons on discovery mode on new saves and reseting the game :,]

rustic hatch
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Please send me a log of when that happens.
I might have an idea what could be the cause and a log would confirm it right away.

prisma ginkgo
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Any idea why does the terminal doesn't want to change the max tag line length, overriding the front size or change the font size in this particular case?

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I've tried changing every setting in the config related to terminal, but nothing changes, and I do not have another terminal formatting mod running
I tried highering/reducing the maximum tag line length, highering/reducing the terminal font size but nothing changes at all

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Story > Rainy weather, changing weathers comes from BetaWeatherTweaks by Mrov

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Is there a way to entirely disable the mod's terminal changes to get back the LLL default moons catalog formatting?

rustic hatch
# prisma ginkgo Is there a way to entirely disable the mod's terminal changes to get back the LL...

If you reset the config and disable terminal font override it shouldn't touch anything. edit: actually wrong. I just checked and the formatting will always apply. I could give you an option to keep the default way I guess.

About the configs not doing anything that's weird. From the screenshot you provided the formatting is working (risk, price and weather are aligned).
Obviously you need tags to show for tag line width to do anything. Have you checked the show terminal tags option? It's disabled by default and located under general settings (Section 1.1 - Terminal moon tags).
edit: font size would only apply when tags are shown. Fixed locally.

prisma ginkgo
tidal sluice
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it seems like, with 'shuffle daily' and discovery mode enabled, when you get rerouted automatically after finishing a day on the temporarily unlocked planet, and then you reload the save, you'll be back at the temporarily unlocked planet for another day

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is there a way to prevent this/is this a known mod conflict

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i'm playing with lethalconstellations as well

rustic hatch
tidal sluice
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i quit to the main menu using the pause screen after it had routed to the new (after shuffling) planet

pale panther
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Fast question.
I used LLL to set the moon prices and had LMU set to unlock moons upon quota completion. Worked like a charm in solo and in online lobby. When solo, I can quit to title screen & reload the save and it remembers what I unlocked. I can even close the game and it remembers the unlocks on re-launch. However, in an online lobby, if we close the lobby and reload the save, all of the unlocks are undone and the unlocked moons go back to full price. It's not just a visual bug as we cannot fly to the re-locked moons unless we pay. But, if we move to a free moon's orbit without landing, the moon prices correct themselves and all moons that got re-locked are now all unlocked again. Is this behavior normal or known?

rustic hatch
rustic hatch
pale panther
rustic hatch
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from the host yes. both are fine i guess

pale panther
coarse vector
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I am using tolian moon pack, but "PsychSanctum" seems to be locked and not able to be purchased while playing discovery mode. But it's always there. I thought of sort of fixing it by just whitelisting it. But still no go. Also it appears in lower caps and round brackets like (Unexplored) unlike all the others [UNEXPLORED]. I guess i can just remove that moon, but it just seems odd. Edit: it seems others use that moon without issue. It's just a me-problem i'll just remove it then.

rustic hatch
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Huh. I'm also using that moon although not as part of the pack. Never seen that.
Now that I think about it.. do you maybe have both? the standalone one and the one from the pack. Might explain that.

coarse vector
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Oh.. you are right. Sorry that's just dumb

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Thanks

tidal sluice
# rustic hatch wait, so you reloaded the save file and then it auto rerouted the ship?

nono, i'm sorry, i explained things poorly that's my bad

  • i was on the moon that had been discovered, the day ends
  • the ship reroutes automatically because 'shuffle every day' is enabled
  • i leave the game through the pause menu, and then go back into the save
  • the ship was orbiting the moon that had been discovered, despite the day still having passed
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so a moon that was only intended to be available for 1 day can be available multiple times if you leave and reload the save, i assume maybe the file saves before it auto reroutes

rustic hatch
# tidal sluice so a moon that was only intended to be available for 1 day can be available mult...

the game saves when you exit and that's when I also save. I'm not sure how it happens but for some people the moon you're at currently is saved for others it's not.
Are your credits also resetting to the amount you had at the start of a day? For example when you buy sth from shop or manually route to a paid moon and then exit. After loading do you have the credits you had when exiting or at the start of that day?

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See the end of this video where I change moon (manually tho) after the day started and it's still that moon when I reload the save. #1264314686170730688 message
I'll try to reproduce the issue you're having and see if I can do anything about it. So specifically daily shuffle rerouting.

silk iron
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installed lethal moon unlocks, like the idea of having moon sales

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but I can no longer see the weather on moons

silk iron
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nvm, installing TerminalFormatter fixed it

iron kelp
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I swear people never check configs

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there is sooo much more you can do with pretty much every mod if you change the configs, but no

bold glen
iron kelp
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that's a terrible analogy, I know. don't really know a better one

bold glen
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some peeps are just used to other types of modding like minecraft and shit where you don't do much configing outside of keybinds

iron kelp
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it's like watching grandma install her 3rd toolbar

bold glen
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atleast try to be nice lol

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you made your point already

iron kelp
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not trying to be mean, that's just the frustration I feel

bold glen
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you can try and turn that frustration into something good, like just telling the person that they can look into the mod's config either through their mod manager's settings or through the config folder to customize stuff

iron kelp
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yeah, I was actually trying to find the config to give then an answer rn actually, but I'm an idiot and can't find where the thing was that I changed in the past to make them show up

bold glen
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not tryina be your dad or anything but it might just be better for you to do that than to just be mad at random people

bold glen
iron kelp
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I just wish I logged it

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that was before I started logging all my config changes, I thing I might have just enabled it through LLL actually. I while back I had that problem with this mod as well, the fact that it changed the terminal

loud obsidian
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LLL preview setting

iron kelp
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gotta find those old messages

iron kelp
bold glen
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yeah if it's about the weather stuff you can go into LLL and have it show both prize and weather, you just gotta type it in

bold glen
loud obsidian
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it's just this

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you can set it to other stuff but i like All

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iirc terminalformatter does this by default which is why that fixed the issue for them

iron kelp
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yeah, a lot of mods literally just override configs

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that's more why I am against them. it just bloats up your computer space

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I am a simple man who appreciates optimization

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I don't remember how, but I got mine to show price while only having weather in LLL preview

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there is a way to do that as well

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(though it might be related to another mod)

silk iron
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as if the first thing I would do would be to check LLL's config after installing a completely separate mod ๐Ÿ™ƒ

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and especially after I had already solved my own problem it seems super unnecessary to hop on a high horse and announce to the world that you feel smarter than everyone else lmfao

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even funnier when you don't even know the answer yourself and then turn out to be wrong about what it was, contributing absolutely nothing of value to the situation in the end

iron kelp
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I didn't even say anything about feeling smarter than everyone else so don't go off about that I was in the wrong okay

silk iron
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well at least you're aware of it, just keep it in mind next time before you make an ass of yourself ๐Ÿ‘

iron kelp
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And I tried to help you to get so rude and up and ends about this is sheesh man look sometimes in the real world people go off you don't know why they go off and normally it's for something like they had a bad day or they just needed to vent sorry brother

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Sending a whole counter thing being just as rude as I was in the first place doesn't help things and most of the time it circulates the argument

silk iron
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to get so rude
I match the energy you brought into it

silk iron
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sometimes in the real world people go off you don't know why they go off and normally it's for something like they had a bad day or they just needed to vent
doesn't excuse it at all and still mandates a wake up call, even if that awakening is rude

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move on, learn from it

iron kelp
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All I'm saying is that you're just starting this up again it's going to be my last message about this more

Edit: sorry if any of what I said just now came off weird or strange. I'm kinda working rn and am trying to get my basic points across in a hurry so what I say might not be exactly what I mean. Once again, I'm sorry about last night and good day.

silk iron
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you're just starting this up again
I didn't ever get to address it before, and I'm the one you targeted with it, sooooooooo

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what, you want me to not have the opportunity to call you out myself

coarse vector
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I can see in the chat some people had the issue of moons not shuffling and staying the same when making a game. But no solution, is there some conflict with another mod or something else? At the moment i use the bandaid-fix with darmuh's terminal and just use his "restart" command. It works great, but still wondering what the problem is.

rustic hatch
tidal sluice
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i assume something updated that was conflicting

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but i'll post again if i manage to encounter the bug again

coarse vector
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Hello, i narrowed it down to Diversity. The problem persisted when only using lethal moon unlocks, LLL and diversity. No log sorry ill do that tomorrow i guess

rustic hatch
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Unfortunate. I want to play with Diversity myself so I'll definitely try to find a solution. You have the other ones installed as well? Diversity was recently split into several mods. Or have you narrowed it down to Diversity standalone specifically?

coarse vector
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Well, it won't matter since diversity is getting a big update/recoded 31st.

tidal sluice
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it seems like i'm unable to make embrion and artifiice visible while using this mod, is that intended?

scarlet geode
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any way to make gordion not show up lol

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im o nthe mode that gives you a moon rotation every quota

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gordio nstarts showing up after the first quota where it automatically routes you there

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id be fine with it being there but its weird the way its the third there for no reason

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tried on the LLL config to make gordion hidden and i also tried to make the sort be by price and difficulty (current one on the screenshot)

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but its always the third apparently

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id give you a code but its got stuff like lethalresonance so i doubt you want to wait for a few gb to install

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so here's the mod/dependency list

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if you can recognize anything

lusty cobalt
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it might be terminalformatter's fault

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oopsie

hallow grove
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this mod is unhiding every other moon except artifice and embrion for some stupid reason

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ive tried fiddling with the settings, yet nothing works

tidal sluice
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and if a moon is manually hidden, then it seems like it can't be routed to and is treated as locked

rustic hatch
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can you guys send me a code of your profile so I can look into it? This shouldn't be happening.
I'm not sure how you're hiding/unhiding the moon's in the first place. If using LLL config it should respect that. If you're not using discovery mode of LethalMoonUnlocks it shouldn't interfere with hiding or unhiding of moons at all.
@tidal sluice @hallow grove

hallow grove
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lethal constellations was conflicting with it

rustic hatch
hallow grove
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but thanks though

rustic hatch
tidal sluice
rustic hatch
tidal sluice
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since artifice and embrion are hidden, but modded moons that are meant to be hidden dont seem to be regardless of what combination of configs i do

rustic hatch
tidal sluice
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gordion doesn't show up, but i am also using lethalconstellations, and gordion isn't part of any constellation

rustic hatch
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ok, that seems fine. gordion is supposed to be routed to by 'company' node.
edit: it shows on top but if you're using terminalformatter it won't show at all I think.

tidal sluice
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specifically modded moons that are meant to be hidden by default show up though, when youre in their constellation, seemingly only with this mod installed

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and ive tried hiding thru both the LLL and constellations config

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same for artifice and embrion, which will not show up even when toggled as visible in the LLL config and/or constellations config

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can test it further or send code if you have any suggestions

rustic hatch
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Ah, ok. That sounds like it could be an issue on my side since I'm hiding/unhiding the moons when you switch constellations. Obviously the default or your custom setting in LLL should be respected

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I'll look into it

tidal sluice
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gotcha, thank you ^^

rustic hatch
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I think I can recreate this. Basically just hide a modded moon in any constellation via LLL, right?

scarlet geode
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there you go

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awesome mod btw

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its not as flashy as a new enemy or a whole new moon but its a big game changer

tidal sluice
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i was testing specifically with detritus from distinctmoonvariety since it's hidden by default (but any moon should work)

woven gale
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Is there a way to set up Discovery Mode with LethalConstellations in a way that makes all constellations available from the start, but only with their default moon?

coarse vector
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Yes pretty sure. You can whitelist moons (make em available) in this mod, and in lethalconstellations you can make all constellations be available to travel to from the start. And moonunlocks can let you unlock moons per moongroup

tired heath
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Not sure if this is a known/common/reproduceable issue but the randomly generated moons in the discovery pool may not be synced between players. It seems the moons unlocked through Quota, Travel and NewDay discoveries are synced okay, but the ones in the random pool (shuffle per quota) weren't. At least the last time I played. I do realise I've played around with configs between last time I played that save and now, so not sure if that's why, but just mentioning!

rustic hatch
rustic hatch
# tidal sluice i was testing specifically with detritus from distinctmoonvariety since it's hid...

I tried to recreate this issue and it was working perfectly fine in my minimal testing setup with LethalConstellations.
Something I can confirm: the vanilla hidden moons can't be unhidden. The issue here is that I'm getting a hidden flag from LLL. No matter if you remove the 'is hidden' checkmark in LLL config or use the option in LethalConstellation LLL responds to me with hidden = true for those moons. Not sure what I could do about it. Let me know if I should make an option for forcing vanilla hidden moons to not be hidden or something.

rustic hatch
broken haven
balmy pendant
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I tried using this mod with VersionNine, they don't work very well together. Actually, no mod related to the price of moons works with it.

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Not really requesting compatibility or anything, I'm just leaving this just in case someone tries to use both mods :P

loud obsidian
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thats a problem with versionnine

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that mod implements a lot of things in very unfriendly ways. its not meant to be used with other mods

balmy pendant
tired heath
tired heath
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I have Experimentation, Assurance, Vow as the permanent whitelisted moons and somehow we discovered Assurance as a quota-completion discovery, and only have 3 moons on offer (experimentation, assurance, temper)

Then we get another "autopilot discovered moon nearby" with Etern, but it isn't in the terminal and it can't be routed to...

tired heath
tired heath
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Here's another log from starting a fresh save:

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Somehow I think it's an issue with LateGameUpgrades, but I don't quite understand how/why/where that's shown

Edit: Upon further deliberation I think it's some kind of memory issue... Would a memory issue from a client affect the server itself? Or only one from the host?

broken haven
# rustic hatch They should be. Clients have zero random selection logic running on their side. ...

Hello!
I'm having some new issues related to some moons not being shown when using @dapper tusk's Lethal Constellations mod.
Most of Rosie's Anomaly moons (which are special moons) will always appear hidden and locked, with no possibility of being selected regardless of whether it was assigned through LLL or LethalConstellations otherwise.

I would like to keep this mod because of the unlock system when buying a moon, but it is getting a bit difficult if there are more and more moons that are impossible to access with this mod installed.

dapper tusk
dapper tusk
# broken haven Yes

alright, let me have a look at some things in a testing profile with just this pack and lethalconstellations

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not seeing any issues with modifying whether the moons from this pack are hidden or locked when using just LethalConstellations

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and if I recall correctly Lethal Moon Unlocks uses the same functionality from LethalConstellations when used together. So i'm not sure why you're experiencing issues with just this moon pack. It seems to work just like any other moon pack from what I've seen

broken haven
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Hmm

broken haven
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Those moons cannot be seen in the moon page if use with both Constellation + MoonsUnlock

tidal sluice
cedar garden
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Any reason why the mod would initially be discovering new moons via quota completion and suddenly just stop discovering new moons?

Played with friends last night and noticed we weren't discovering any new locations and were stuck with an incomplete list that had been discovered previously.

For reference, we have unlock mode and discovery mode enabled along with a 20% chance for new day discoveries.

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I'm sure I must have some config setting wrong, but I've been combing through it for a while and I'm stumped.

tired heath
merry basin
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moon

broken haven
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unlock

rustic hatch
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lethal

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I hear you guys. Well, at least somewhat as notifications aren't really reliable it seems.
As soon as my PoE2 build gets nerfed, which will happen eventually, I'll get back to this. Currently it's consuming every minute of my free time.

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Solution for hidden/locked moons will probably be a override default behavior list in config. Seems like the easiest solution for me rn. Auto-generating config with options for each moon would be nicer at some point.

rustic hatch
tired heath
rustic hatch
rustic hatch
broken haven
# rustic hatch Ok, good to know. Maybe whatever the issue was caused the messages to grow to an...

A small list of things I've noticed with this mod installed.

  • There are some issues regarding the new "MoonPlus" menu made by Darmuh, prices doesn't change correctly when using it.
  • There are some conflicts when you auto-select the moon using Darmuh's LethalConstellation auto route on start.
  • I still have some trouble when having issues unlocking vanilla moons when both mods are installed (Constellations + Unlock),
dapper tusk
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that said, the text this mod displays on the moons page for each moon will probably need that explicit compat so... sorry ๐Ÿ˜…

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good news is I did add something for that specific situation for other mods to interface with

tired heath
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@rustic hatch so I found out the reason behind the # moons glitch.
It seems to be LateCompany VS LobbyControl. Everyone says LobbyControl is better networking wise, so I've recently re-"upgraded" to that in my pack, and the problem reoccurred. It seems that LateCompany handles save files differently, I suppose..? With LobbyControl installed, we finished a run and got fired, only to respawn and see that we only had one moon to begin with - opposed to the configured set of 9 moons (3Free3Dynamic3Paid)

Not sure why LateCompany is better in that regard, but because LMU is a core part of my modpack I'll "downgrade" back to LateCompany haha

brave rune
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Been a while since Iโ€™ve been in the thread, was the โ€œfreeโ€ moon bug fixed where buying a moon and then leaving would make the moon free but you keep the same amount of money before buying the moon

tired heath
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@rustic hatch how do I get vanilla hidden moons unhidden in terms of getting selected by LMU? I've set their LLL config values to Hidden=False but it still doesn't seem to work, what am I doing wrong haha

tidal sluice
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it's broken rn iirc, it's something specific compatibility needs to be added for iirc

junior timber
cunning sparrow
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Hello Wave the moon sales seem to not be working with LethalQuantities moon prices in my personal experience. Apologies if this is just on my end, but if it's not then I'd like to see compatability with it if possible

steep laurel
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am i misunderstanding the "Quota Discovery match cheapest group" and "Quota Discovery match cheapest constellation" configs? i have my moons grouped by price (assurance, vow, icebound, collateral are $1, march, offense, adamance, hydro, landslide are $2, etc) and when i make a quota discovery, it doesnt choose from the cheapest group, but rather just completely random. How do i make it choose from the cheapest group (until it runs out of discoverable moons, then it moves up to the next cheapest moons, etc)?

steep laurel
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To be clear, I want it so that when I complete a quota, it HAS to pick from the cheapest group until there are no options left, THEN it moves up to the next cheapest group, and so on. So for the first four quotas, it would only be able to pick from assurance, vow, icebound, and collateral. And on the fifth quota, when it's unlocked all four of those, then it'll start selecting from March, offense, adamance, hydro and landslide. Is there a way to guarantee it picks only the cheapest moons first?

rigid root
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works with wesleys moons?

rustic hatch
# steep laurel To be clear, I want it so that when I complete a quota, it HAS to pick from the ...

'group' in that option referes to the custom groups you can set up within the settings of LMU. It has nothing to do with the grouping of moon text on the terminal screen.
What you want is a different setting. In my config go to 6 - Advanced Settings -> 6.1 Cheap Moon Bias and increase the bias value of quota discovery as you see fit. To practically guarantee choosing (one of) the cheapest moon(s) just set it to max.

rustic hatch
rigid root
rustic hatch
scarlet geode
rigid root
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the terminal moon thingies

scarlet geode
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oh

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LLL

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its in the config

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view set to all

rustic hatch
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If you're referring to the tags like [NEW] they are from my mod but disabled by default @rigid root

rigid root
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no i mean this

rustic hatch
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that's also me (and LLL). I think you have to enable tags tho.
You can also achieve this with TerminalFormatter.

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and enter preview all in terminal

broken haven
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Oh!
Hello xCore!

rustic hatch
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hey there

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I see LLL has added a new field to reflect its settings. So.. rejoice! maybe?
I'll take a look this weekend

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I also have to look into updating compatibility for LethalConstellation, right?

rigid root
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hey i know lethal formatter is not your mod, but is there a way to make certain moons like artifice and embrion visible in the config?

rustic hatch
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you need to unhide them in LLL config. There are also other mods that do that.
I don't think there's one in TerminalFormatter but my info on this is like 3-6 months old

rigid root
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is lll a seperate mod

broken haven
rustic hatch
rigid root
rustic hatch
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LethalLevelLoader

rigid root
rustic hatch
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I guess it's not LethalConfig compatible. You'll have to check in either your mod manager or the config directory if you installed all the mods manually

rigid root
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how do i check it in my mod manager (sorry im stupid)

rustic hatch
# dapper tusk good news is I did add [something](https://github.com/darmuh/TerminalStuff/blob/...

Looking at your LLLCompat rn. Did you also see any odd behaviour around IsRouteLocked and IsRouteHidden?
Had several issues reported regarding those. I think there was something like IsRouteLocked not working at all and IsRouteHidden not reflecting the status on hidden vanilla moons. Seeing that you use it for your MoonInfo class has me wondering if it's been an issue for you? Do you recall on what version of LLL your work on MoonPlus stuff started?

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I also saw LLL added a new field.. IsRouteRemoved

steep laurel
rustic hatch
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If you really wanted to I think you can manually set whatever value you want outside of the recommended range

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You can check the weights being assigned on debug log level (Player.log)

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It prints something like this
Cheap moon bias: Assigned the following weights: [ Assurance:10, Vow:10, March:2, Adamance:4, Rend:1, Dine:1, Offense:6, Titan:1 ]

steep laurel
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Yeah, cause i used LLL to set their prices really low, since my friend group complains about having to pay for moons (I'm trading paying for them in exchange for having to earn them, so easy moons are 1 credit each, intermediate are 2, rend is 3, dine is 4, etc)

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Plus all the GenericMoons locations

rustic hatch
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that is wild lol
but it shouldn't change much as the weight is derived from each moons price in proportion to the sum of all moon's prices

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the formula is weight_moon = (sum_allmoon_prices / price_moon * bias)^bias
and them clamped down to not overflow integer which is 2.147B. which means if you have a selection of 10 moons to pick, the value for each can not be larger than 2.147B / 10

steep laurel
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Exp, ass, vow, icebound, collateral are 1 each

Mar, off, ada, hydro, landslide are 2 each

Integrity, humidity, submersion, embrion are 3 each

Rend, corrosion are 4 each

Dine, Vertigo are 5 each

Titan, brutality, vaporization are 6 each

Artifice, devastation are 7 each

I figured pricing them like this would make it cheap and easy to have them discover in order, but if you think a different pricing scheme would help, do let me know lol

rustic hatch
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Yeah them being all very close to each other kinda makes it worse for what you want to achieve. Try something like 1, 5, 25, 100, 250, ..
or at least 1, 5, 20, 50, 100, 150, 200, ..

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Or as I said try manually setting the bias to sth like 3 or 4. Just don't go too crazy cause if the values become too large they are all equalized to avoid overflowing integer and then it's all equal again lol

steep laurel
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I see, okay thanks. And to go over the cap I have to edit the config file itself rather than using r2modman or thunderstore's configs, right?

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Cause last time I checked in r2, there was a slider bar that wouldn't let it go over 2

rustic hatch
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Then check your %userprofile%\AppData\LocalLow\ZeekerssRBLX\Lethal Company\ folder (copy that, press CTRL + R, CTRL + V, Enter) for the Player.log You'll see the assigned values there. Look for the line I posted above

steep laurel
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Awesome, I'll give it another shot when I get off work, thank you :>

dapper tusk
dapper tusk
#

I think once LLL is in a stable spot with the recent performance updates i'll prob switch for the IsRouteRemoved field, but for now this method is compatible with older versions of LLL as well (from before the field existing)

steep laurel
#

so unless i only ever plan to play a save file once, then i just cant unlock more moons after reloading the save file, regardless of the condition (crashing, logging out, etc)

rustic hatch
rustic hatch
#

But yeah great to hear. I think that addition and your input will help me track down some of these issues users of LMU have been reporting.

dapper tusk
#

Also feel free to lmk if you need anything added (or looking to see if something already exists) to terminalstuff or lethalconstellations. Idk if you're planning on adding compat for both but it would def be cool if you did :)

steep laurel
#

Safe to say it's consistent and only happens when I reload a save

#

I don't get any prompt after a quota or anything, lethal moon unlocks simply doesn't trigger.

#

Where would I find the Player.log file?

rustic hatch
rustic hatch
rustic hatch
#

@dapper tusk sooo.. I might be blowing up your moons page ๐Ÿ˜„
See this beautiful mess for how I generate my tags. https://github.com/YoBii/LethalMoonUnlocks/blob/master/LMUnlockable.cs#L321

key points

  • one long string
  • depending on the number of tags I dynamically add line breaks
  • each line is prepended with " * " to make it look neat in defaults moons page

ofc I'm open to building the tags string differently for your moonsplus page but I'm not sure where to go with it as long as line breaks are breaking it. Especially with longer weather names even if I abbreviate tags to a single character and remove stuff like group or constellation name I think it still won't fit a single line.
Open to suggestions.

GitHub

Contribute to YoBii/LethalMoonUnlocks development by creating an account on GitHub.

rustic hatch
#

Also another thing: On lobby start I load all my data, sync it to clients etc., and now try to set additional info but MoonsPlus.TryGetMoon appears to return false. All of this triggers from a Terminal.Start postfix. I can see your log message Moons page replaced with MoonsPlus page! after my stuff is done.
Which means when opening the moon catalogue for the first time no additional info is showing. Only after e.g. navigating to another moon, it would trigger me to reapply my stuff and set the additional info. Then after moving the cursor your page refreshes and displays it.

Suggestion: turn additional info into a public event that I can subscribe to and return the string whenever you need it. It would only need to pass some reference to extended level or selectable level (or level name).
Or maybe you have a better idea.

steep laurel
#

oh jesus it embedded it lol

#

i see the section where lethalmoon unlocks did its thing, i think

#

this appears to be right after i took off from the company

rustic hatch
#

Ok, if you look at the last column you can see that most of your moons are ignored because they appear to be hidden, locked or both in LLL

steep laurel
#

wha

rustic hatch
#

This is right after initialization, so even before I load the data from save game. Do you have them configured like that in LLL config?

steep laurel
#

i never changed anything for it to do that though, why would LLL do that by default

#

ill go througgh and look at that real quick

#

the only things i configured in LLL was their prices, and the config that lets me config them in the first place

rustic hatch
#

It shouldn't. Sure

steep laurel
#

that's so wierd

rustic hatch
#

it may be another mod as well. Just a first guess

steep laurel
#

im not sure what other mod it oculd be. i can send you my modlist too but idk if you'd have any way of knowing what mod would conflict like that

rustic hatch
#

Sure. I was already looking for typically conflicting mods in the log but a list is easier. maybe I can spot something.

steep laurel
#

0194e7cd-ffe6-0c48-cb56-8b8a2e9c05ca

#

here's the code for the modpack

#

in other news, i dont see any config in lethal level loader to "ignore" moons in any capacity, so thats wierd

rustic hatch
#

while I'm looking at your profile..
when you start a fresh save, does the table also look like that?

steep laurel
#

i see "is level hidden in terminal?" (set false by default) and "is level registered in terminal?" (set true by default) but nohting aside from that for each level config that could be actively setting them aside

steep laurel
#

alright, it looks like only embrion, artifice, and vaporization are "ignored", presumably because they're hidden moons? (speaking of, i cant figure out how to unhide them)

#

and here's the whole file just in caase

rustic hatch
steep laurel
#

but from the looks of it, reloading the save file, it just... tags every moon that wasnt discovered last session as "ignored"???

#

which prevents them ffrom being discovered

rustic hatch
#

I didn't find any mod that I'd know that could cause this. I can import your profile and check on it later.

#

Let me just quickly check something.

steep laurel
#

okay yeah that's strange, i made a new save file, checked the player.log, and only embrion and artifice were ignored, which is expected

#

i did nothing in the save file, returned to main menu, and reopened the file, and then all the moons were ignored in the player.log, without having done anything in the save file

rustic hatch
#

Yea, I just played a quota on your profile and I'm seeing it too.

steep laurel
#

that's the funniest bit. based off the player.log, you don't even need to play the game. just making a new save, closing it and reloading basically disables lethalmoonunlocks from doing anything

rustic hatch
#

hmm, it's odd. What it appears like is that LMU is not resetting the visibility of all the moons when exiting to menu. That's why when you then load into the game again it sees all the other moons hidden and assumes that as new baseline.
... but I see that the resetting is done. And price is also not affected by this. Something weird is going on. I'll have to investigate more tomorrow.

valid fulcrum
#

does this work with wesleyโ€™s

#

iโ€™m assuming thatโ€™s the whole point but i still wanna ask lol

dapper tusk
dapper tusk
# rustic hatch so far I'm aware I need to update your public additional info field for moons pl...

constellations hasn't changed much other than the new interactive menu system. I am working on an update for it but I figure the LMU compat will remain unchanged for the most part. I should also let you know that LMU does not detect purchasing moons from moonsplus unless UseVanillaPurchaseNodes is enabled. Was hoping you could maybe add a patch in for StartOfRound's ChangeLevelServerRpc to update your unlocks when the level changes (not from the vanilla purchase node)

#

would also help with compat for all the random level changing mods

valid fulcrum
#

i thought this mod unlocked wesleyโ€™s moons ๐Ÿ˜”

rustic hatch
rustic hatch
# steep laurel that's the funniest bit. based off the player.log, you don't even need to play t...

Ok, so just to confirm. This not a you issue. It's a issue with LMU. I just didn't notice it because the overrides I'm adding to the new release masked it as a side effect.

What's the issue

Previously whenever you would start up a lobby - save game or new - before I apply any of my changes, I would fetch the information about hidden or locked moons from LethalLevelLoader and assume it as baseline. Then I would go through my logic and apply all the changes on top of that.
That was absolutely fine because when I was last working an this project LLL would simply 'forget' about all the changes to locked and hidden status of moons I made.

Now, however, LLL saves these changes on its own. Which means it saves my changes and reapplies them when you load a savegame.
So when I fetch the information as baseline I get my own last state and ignore all these moons because I assume the user has configured them in LLL config.

This means Discovery mode is currently broken. Thanks for reporting this @steep laurel.

rustic hatch
# dapper tusk hmmm yeah, definitely not the best looking. I'll try and think of another soluti...

Ok, I guess I'll just pick some tags and try to make them as short as possible then.
Any input on this @broken haven ? Tags you'd like to see on moons plus?
Was thinking like combine sales and and discount into one [-xx%], [P] for permanent unlocks, [N] for new. MoonsPlus already has in orbit indicator so that can go for sure. Expiry tags can't fit so they have to go. Same for group and constellations. I guess that's covered by the new constellation menu anyways..? Haven't taken a look at it yet.

rustic hatch
# dapper tusk would also help with compat for all the random level changing mods

Hmm, I already patch that I think. But just to keep track of how many times a moon is visited.
Problem for me with that is detecting if the route was paid for und should warrant a unlock or discount.
As you say there are random level changing mods and I don't want those to trigger that so I can't just check the level price on level change either. That's why I do this TerminalNode prefix postfix thing.
You reckon I can just postfix your buy function?
Oh and get well soon!

steep laurel
#

I'm glad you figured it out but damn it's just completely broken lol

rustic hatch
#

v2.1.10

Added

  • Added advanced config options to hard override hidden and locked moons @tired heath @broken haven
    • Adds two new lists to the advanced config section.
    • When the override is enabled LMU will consider only moons in that list as hidden or locked by default respectively.
    • Every other source for that information (vanilla, LLL config, other mods) will be ignored.
    • Attempt to avoid bugs around moons that are hidden or locked by default (vanilla or custom) for some players.
  • Added config option to include the weather in 'preview risk' moon preview text someone asked for this a while back

Changed

  • Recompiled for v69 - Nice!
  • Bumped dependency versions
  • Improved compatibility with LQ prices
  • Continued improvements to in-game messages and alerts
  • Clarified some logs
#

Fixed

  • Fixed Discovery Mode being completely broken on loading existing saves @steep laurel @cedar garden
    • At some point LLL started saving and restoring locked and hidden information of moons which interfered with LMU's save and restore logic. Sorry for not realizing this sooner..
    • Unfortunately this also means that LMU can no longer fetch baseline information set in LLL config when loading existing saves
      • Use the new hard override advanced config options if you want to change which moons are always hidden/locked on existing saves
      • I still retrieve this information from LLL on fresh saves
  • Fixed the free moon exploit - bad news for all you filthy cheaters out there ๐Ÿ˜‰ @brave rune @next hound and others
    • This is an 'issue' where you could buy a moon, quit to menu, load back into the save and still be at the moon you bought without any credits lost.
    • This is probably an interaction between
      • The base game logic not saving the moon you're at or the amount of credits you have if you quit from the lobby.
      • LLL saving the moon you're currently located at as soon as you arrive.
    • Since this was only happening for some users there are likely other mods out there that already address this.
    • If this band aid solution happens to cause any issues, it can be disabled in the advanced settings section.
  • Fixed an issue where loading a save with Discovery Mode enabled that previously had it disabled would result in no moons showing in moons catalogue.

v2.1.11 Hotfix

  • Fixed an issue that would occur on creating a new save when a moon you put on the locked override list was selected as part of the discovery shuffle rotation
brave rune
#

I didn't like it >:(

rustic hatch
#

it is fixed..?

brave rune
#

You called me a cheater plink

#

Unforgivable plink

rustic hatch
rustic hatch
broken haven
#

yay

brave rune
tight marsh
#

Does this now work with Wesleys Journey Moons?

rustic hatch
rustic hatch
#

does his all in one pack have some sort of moon progression now?

rustic hatch
#

I see, so if you download wesleys full pack it comes with some progression where every moon but Asteroid-13 starts out as locked and hidden.
Now it really depends what you want. You should be able play with wesley's progression but no LMU discovery mode.
You should also be able to play with discovery mode if you use LMU's new overrides. Just enable both (hidden and locked override in advanced settings config section) and leave the lists empty. This will allow all of the moons (and also embrion and artifice) to be handled by discovery mode like any other moon.

What doesn't work is both. Discovery mode and wesley's progression.

What you can do tho is configure a custom group in LMU with all of Wesleys moons. Or multiple even. That allows you to employ the various progression mechanics provided by LMU. Like Quota discoveries etc. Again, for this you need to enable overrides in advanced config.

#

@tight marsh

tight marsh
#

I was mainly trying to get the feature that discounts the moons after paying to go to them. When I tried both mods the prices never changed.

Yeah its a cool progression story moon pack where you have to unlock all the moons and gives a nice story campaign feel to the game.

rustic hatch
broken haven
#

But yeah, some moonprices mods are not working on Wesley's Moons

nocturne escarp
nocturne escarp
rustic hatch
torn osprey
#

Was done before that release but yeah

rustic hatch
#

yea i've not been around since september or so

torn osprey
#

Wesley just the first major release to fully use the feature to this extent

rustic hatch
#

Glad to see wesley achieving that milestone. I remember he was envisioning a story driven adventure progression like that way back in the LE days.

rustic hatch
#

There may be some possible configurations where that's not the case. Not sure rn

#

I guess LMU should just work under the assumption that any moon that is hidden and locked on creating a new save is none of its business. (unless users explicity use override)

dapper tusk
#

I was more just saying for the near future whatever you append to the text is what will have to work until I can make changes

dapper tusk
steep laurel
steep laurel
#

ohhh nvm i see

#

the bug got fixed, and those overrides are to allow you to unhide and unlock stuff thats hidden or locked by default

#

very epic, thank you ๐Ÿ‘

nocturne escarp
tight marsh
# nocturne escarp Please do not. He will unlock his moons soon but they are specifically made that...

Let me reword it better. I'm not trying to use something to straight up unlock it. I was wanting the feature for once I pay to go to a planet it's free until I get fired. Given how many moons and how much they are sometimes money can be an issue and can take awhile to get from one to the next. I was intending to keep the normal way of discovering and unlocking moons via tapes then paying to go to them once then they become free after that so we can go back if needed too.

#

I actually use the mode in LMU that first landing is full price then second time routing to it the planet is 50% off then the 3rd time it's free for the rest of the game. Makes being able to jump around to different planets a little easier at times.

rustic hatch
rustic hatch
#

@barren niche hey there. I see that you're patching LMU to prevent it from spoiling wesley's progression.
I definitely see why but I'd love if both could co-exist.

I thought about it and I think I could simply add two fields to my LMUnlockable class.. sth like StoryUnlock and StoryIsUnlocked. The first would allow to easily designate which moons are part of wesley's progression. You could even keep the exact same postfix and just set the flag instead of removing the unlockable.

Then, whenever a moon in wesleys progression is unlocked, instead of setting Hidden and Locked to false directly via LLL, you'd set the second flag in my class. Only then would LMU consider those moons like any other moon and allow users to 'discover' them via the various means LMU provides.
For users like @tight marsh who are only using the price features of LMU that would also restore that functionality while keeping wesley progression.

This should also implicitly add compatibility with LethalConstellations as long as we're both present. (I'm not sure what's the status with that, I don't see you patching it. I guess darmuh has something similar in place. When LMU is present tho LethalConstellations grants me exclusive control over hiding/locking moons and constellations.)

I think all coming together has the potential to be pretty cool. They should be able to work in harmony. (That being said I haven't played through the story myself so I wouldn't know if there is more to it than I'm aware of rn. I have to admit I'm not really playing much LC these days. Feel free to dm me if you don't want to disclose any spoilers etc.) Let me know your thoughts.

#

also tagging @nocturne escarp @chrome furnace

tight marsh
#

Hell yeah!

#

I love the thought of the Moons getting cheaper and eventually free. When done right fits well as a reward feeling especially when there are a lot of moons.

barren niche
#

The feature was requested by wesley because he didn't want mods like this unlocking his moons at all. That's why i did this. To be respectful to other devs and not break their mods im only removing specifically moons set up with unlocker protection. So your mod should still function the same for everything that isn't a wesley moon. or at least that was the intended effect.

barren niche
#

in a perfect world I'd like it a lot better if I could do this without patching anyone else's mod and just add it to some sort of blacklist. I don't like doing this as much as you probably don't like me doing this. to summarize a conversation i had with wesley and a few others that led to the creation of this feature, as it currently stands all the mods that force unlock and unhide people's moons force this to happen without the consent of the modauthor. There's no ability for moon creators to opt-out of you or anyone else doing this. often ruining their intent behind how they made their moons. I don't like patching other people's mods to change how they work but you guys are doing the exact same thing to the moon authors. I could implement the thing you're talking about but i'd honestly rather some solution that doesn't require me to patch anything. Some api for me to give you names of moons to completely blacklist from your system or something would be nice. (accept your friend request if you want to talk in dms btw)

rustic hatch
rustic hatch
# barren niche in a perfect world I'd like it a lot better if I could do this without patching ...

Now, I'd like to emphasize that LMU is not merely a 'unlock them all' mod. Quite the contrary. At its base it limits the player's access to moons when they choose to play in 'discovery mode'. Over time I added a lot of features that heavily focus around moon progression because I think it's very important for the long term enjoyment of the game.
I really like what wesley and you have achieved there and can't wait to enjoy it with my friends some day. I've been around since before LLL port and the progress that was made is nothing short of amazing.

Which is why I'd like to support story/progression based moon pack in general and offer integration into LMU as best as I can. Therefore I will be adding the exact feature you mentioned.

#

Next version of LMU will add a public event UnlockManager.OnCollectStoryUnlockedMoons you can subscribe to. Your subscriber method needs to return a list of moon names. Later when your logic would unlock a moon you call public method UnlockManager.TryUnlockStoryLockedMoon(string). That will release the exclusive lock for that moon, allow LMU to pick it as unlock by one of its means and eventually present it to the user.

#

So all you would have to do is reference my assembly, check if I'm in chainloader, subscribe to event and to unlock call my method instead of accessing LLL properties directly. Lmk if I can make this any easier.

(I was considering just assuming any locked and hidden moon to be unlocked via story but I believe I have to expect users to lock and hide moons for other reasons via LLL config)

rustic hatch
torn osprey
#

Patching LMU to disable locking is reallly dumb imo

#

You donโ€™t have to provide it nor does the API necessarily but this is a modding community

#

You cant actually prevent people from making changes like that

#

The fact that the moon is locked is inherently the request from the author to keep it locked

#

Mods can decline that request

#

They donโ€™t need consent

dapper tusk
# barren niche in a perfect world I'd like it a lot better if I could do this without patching ...

In a perfect world something like this would been handled by the API that adds the content (LLL) with another extendedLevel property. That said, I understand waiting for an LLL update is not always ideal so I get why it was done the way it was (sorry batby). I'll say my main issue with the way this was handled is how it was communicated (and continues to be communicated). I don't mind mods opting themselves out from a feature if the author chooses but I do mind that it's not stated anywhere in the readme of the mod. It should take one line to say that there is explicit incompatibility built-in for certain types of mods. Instead you have a bunch of users coming to all of us reporting something as a bug that is actually intended. While you understand that it's intended, it leaves the rest of us to have to dig through your source (if it's even available) to figure out what has been done. Because even if I have a user telling me the reason something isn't working is a JLL script I still have to go see what was actually done and whether it's something I need to fix on my end. Once I was able to look at it myself the intent was obvious enough so I knew not to fuck with it, but at the very least saying something either on the mod page, in our various threads, etc. would have been a better way of doing things.

#

.

I also take issue with what's being said here all the mods that force unlock and unhide people's moons force this to happen without the consent of the modauthor. I have not seen one complaint from any moon dev regarding this mod or LethalConstellations in their respective threads. I understand wanting to lock functionality from just unlock/unhiding all but saying that we've been doing something against their wishes this whole time is pretty ridiculous. If we had any communication that a dev had these issues and then ignored them then yeah feel free to say we're doing something without their consent. If I don't have that information, I cannot infer a moon author's wishes from the initial tag properties they set for their extended level. The API we all use, LLL, explicitly has these properties set to public for other mods to change them. We don't even need to patch anything to change whether a moon is locked or hidden. The API author himself even has a mod that changes the hidden status of a moon after traveling to it. So why would anyone assume that these properties should not be changeable by another mod?

#

.

It's not like any of these mods are new either. There's been months to say something about it. To be honest, it never even crossed my mind that moon authors cared how their moon was displayed in the terminal. It seems like something small and trivial in comparison to the actual content they are putting forth. So when this update dropped it completely blindsided me and I'm sure xCore was caught off guard by it as well. I respect yall for all the new content you're providing. Creating one moon sounds like enough of a challenge but multiple moons/interiors with a story mode is amazing.

Again, my main issue is just the way this was communicated and continues to be communicated. I understand why this was done the way it was but We're not AdvancedCompany. We will work with you if you tell us the issues you have but you need to communicate what you want.

torn osprey
#

You can assume they are changeable by any mod

nocturne escarp
# dapper tusk . It's not like any of these mods are new either. There's been months to say so...

Just want to reply to this message only, I also dont represent Jacob or Wesley just want to give my thoughts.

We were working on this update for quite a while (mostly Wesley and Jacob honestly) and I know thisโ€™ll sound like a capout answer but we kinda just forgot to let you guys know honestlyโ€ฆ I feel like that part is entirely on me since Ive been the one messaging multiple devs about various things from shipmods to companyrelated mods I contacted about 6 devs and well.. forgot about contacting moonunlocker devs. I hope it didnt give you guys too much headache, and weโ€™ll try to communicate better in the future!

torn osprey
#

Whats the conversation tho

dapper tusk
# nocturne escarp Just want to reply to this message only, I also dont represent Jacob or Wesley j...

yeah no worries i'm not too stressed about it now. It was a bit of a headache at first but I think you were one of the people to come in and let me know what was going on. If anything I would just like some more transparency on the mod page itself so I have something to point people to when things dont work. It also would help to do something like this rather than trying to reach out to mod authors individually. Collaboration to get things working together (like xCore mentioned) would be more ideal but I get if that's not something that is wanted by the authors.

nocturne escarp
#

Yeah Wesley likes to be mysterious (which did give me some headaches too peepoGiggles but its all good - esp. since people wanted mods like LethalCasino, LethalWashing, Devils Deal, SellMyScrap on Galletry pretty early on and I only msgd those devs either on the release day or one or two days later(?) and well caused you guys some mysterious bug reports too that turned out to be an intended incompat so to say), Collab to get things working together is entirely up to @chrome furnace and you guys so thats something he will have to talk to yall about ^^

barren niche
# dapper tusk . I also take issue with what's being said here ``all the mods that force unloc...

That's fair. I listened to a few people complain about this enough times and was asked to make a feature so I did. I don't really think it should be my job to reach out to you guys to tell you an issue someone else has. But i do get your point. Also iirc it has been mentioned in wesley's thread a few times and immediately after the update i think me and xu talked about it in my thread very briefly.
the reason I agreed to do it is because imo i side with them. any justification that can be made as to why someone like me shouldn't have done this can also easily apply to these mods.
The moon author set their moon to be hidden and locked. so why would it be assumed that it may not be locked because of a random mod included in somebody's pack?
You also mentioned how a user can change this in the configs. A user can change the hidden state but not the locked state through config. Even then there's an option included inside of extended levels to opt out of being configurable. If a moon author wishes for their moon to not be changeable through configs they can turn that off easily. All i did was provide an option to opt out of this without breaking the functionality of any of the mods I have added this to.

torn osprey
#

what do you mean "random mod"

#

The moon author set their moon to be hidden and locked. so why would it be assumed that it may not be locked
Because it's a mod

#

If a moon author wishes for their moon to not be changeable through configs they can turn that off easily
This is a bool specifically in the context of LLL because all custom content made with LLL will have LLL installed

#

No point in tagging anyone because it's going to get changed one way or another but I'm pretty sure what JLL is doing here would be breaking the LC Thunderstore guidelines in the same way Advanced Company did ("secretly"/silently patching other peoples mods to disable features for personal reasons)

barren niche
#

i don't think it should be? for 1 it's not a "secret" thing at all. it was talked about in my and wesley's threads before. plus based on how the convo went with xcore just now it seems like some api will be added, i'll switch to use that and everything's all good. it'd be a different story if i did something like patch to completely disable the functionality of a mod, which is something that I did not do.

torn osprey
#

Itโ€™s secret in the context that users wouldnโ€™t be aware, no?

Your not completely disabling a mod but you are disabling what the mod does in a lot of usecases which to the users will look like a problem on this end

#

Itโ€™s cool that darmuh is down to do some sort of API solution for this mod but you know you canโ€™t actually control this community wide right?

barren niche
#

yeah and i said even said that i didn't plan on maintaining this feature. if a mod updates and breaks what i did i'm simply going to remove it. if a dev wants to make this work as a proper feature (the better outcome imo) as what happened here then that's good news for everyone imo

#

im not trying to "control this community" and i never was. i just wanted to give wesley an option to opt out of some things on his request. i did so without breaking the functionality of the mods i did touch and for those who don't know in the next update there's already going to be an option to turn this off. (this was decided and made before this conversation happened)

torn osprey
#

You probably didn't mean it but I really dislike how you quoted me there

#

that is not how it was said

crude halo
#

I think he misread it, although I'll let him say that rather than speaking on his behalf, I misread it at first myself since usually community-wide is typed with a hyphen like that

barren niche
#

yeah sorry, I'm actively in the middle of a game and trying to reply to things.

dapper tusk
dapper tusk
rustic hatch
#

I think everything has been said. Darmuh has a very reasonable take here I'd say. I also made my stance clear.
Tbh I'd say it would have been fair to assume that LMU is dead since at that point it wasn't updated for months.. so there's that.

#

Anyways, someone mentioned rogue like. I think it was you @nocturne escarp ..? So are wesley's story moons supposed to stay around on being fired then?

nocturne escarp
rustic hatch
#

I see. LMU already has a global reset on fired config so I think I'll just keep it bound to that then. So the real hardcore people can disable that for resetting all progression including (wesley's) story moons.

tidal sluice
#

is it possible to hide moons while using discovery mode

#

so that they remain unlocked just not listed in the terminal

rustic hatch
# tidal sluice is it possible to hide moons while using discovery mode

Yes. I'm currently doing a pass on the internal logic. Mostly to reduce some unnecessary complexity that has build up over time with adding features.
That's how it works right now for me locally.
Could you remind me of how it worked previously or rather how it works right now for you?

Sorry, I misunderstood your question. Umm, I'll have a look. Should be easy but it raises a few questions on how to handle moons that are just hidden by default and if some of the config options for hidden moons should also apply for those and consequently needs some time to make sure nothing down the line acts weird. But what I'm doing right now helps with that ๐Ÿ‘

tidal sluice
#

dunno if this is feasible, but maybe 2 lists woule be nice? 1 for force hiding and one for force showing

#

if a moon is listed in one that aligns with its default setting it could just make no changes

#

i assume theres deeper complexities to it too tho

barren niche
#

@rustic hatch could you accept my friend request that way we can dm?
(you said I could dm you earlier but Clyde disagrees lol)

rustic hatch
#

umm, I can't see it. let me try to add you

#

yup, clyde claims we don't share a server lol

rustic hatch
#

v2.2.0

Added

  • Story Lock feature:
    • Allows mod and moon creators to exclusively lock moons behind story progression. @barren niche
    • Reference LethalMoonUnlocks and check if the assembly is loaded using BepInEx.Chainloader.PluginInfos.
    • Subscribe to UnlockManager.OnCollectStoryLockedMoons. Your subscriber should return a list of moons.
    • To release the lock on your moon, call UnlockManager.TryReleaseStoryLock(string).
    • Once the lock is released, LMU will handle your moon like any other, showing it in the terminal immediately or, in discovery mode, adding it to the pool of moons that can be picked by various mechanics.
  • Vanilla Story Progression:
    • Exemplary use of story lock feature.
    • Configurable in advanced section. Disabled by default.
    • Applies story locks to Embrion and Artifice:
      • Embrion: Gain access by scanning a certain bird.
      • Artifice: Gain access by landing on Adamance three times.
    • After gaining access, these moons will be added to the moon catalog or made available for discovery. They will not be hidden.
    • This feature was initially used for testing the story lock system but has been kept in the release.

Changed

  • Adapted to LLL's new loading/saving system to ensure correct defaults for moons.
  • Reworked how overrides are applied to prevent saving overridden defaults.
  • Improved the table of moons and their states in the console/logs.
  • Streamlined internal logic to reduce complexity introduced over time.

Fixed

  • Fixed an error that occurred during Quota Discovery (group) when LethalConstellations was selected for matching but not present.
loud obsidian
#

is there/will there be a way to unilaterally disable the story lock stuff. no disrespect to anyone using it, but that playstyle is just not for me and i don't want it to be forced on me

barren niche
#

the next update for wesley's moons will come with a config to turn it off already

rustic hatch
#

I'll also be adding a global option to ignore story locks from LMU's side (at the latest when new update for wesley's moons drop, the vanilla one integrated in LMU is disabled by default)

torn osprey
#

If ya'll need any more info on my end let me know

ashen onyx
#

I want for the player to discover a specific moon after traveling to specific paid moon. How can I do this?

rustic hatch
# ashen onyx I want for the player to discover a specific moon after traveling to specific pa...

You could define a custom group with both of these moons, enable group matching via custom group and then you'd discover the other one on travel (or new day) discovery to one of them.
There's currently no way of specifically saying when moon A is visited, discover moon B like what I recently added with story locks. (Which is also a little different. It doesn't actively discover the moon, it just allows for it to be discovered)

pale panther
#

Quick question. Is there any particular reason why switching to discovery mode makes the ship auto-route to the company when the deadline is 0?

#

Little more detail. Originally I had unlock mode set to true coupled with Quota unlocks enabled. I set all moons (minus Experimentation) to 99k credits in LLL, and whenever I cleared a quota, it would properly reduce a moon to zero and "unlock" it.

I was looking at some of the additional config options, and noticed that if I used discovery mode, I don't have to price manipulate in LLL anymore and all moons aside from Experimentation start hidden. So I made the changes and now clearing quotas properly discovers moons and adds them to the terminal. Had to use one of the overrides to make Embrion/Aritifice behave properly too.

Upon doing this though, LMU now auto-routes to Gordion when its time to sell, and while it is convenient, I don't see a config option to disable that.

rustic hatch
# pale panther Little more detail. Originally I had unlock mode set to true coupled with Quota...

You are correct. It's something that happens in discovery mode as part of another routine.

Let me explain. In Discovery mode when setting a small number of free moons in the base rotation (and having a lot of free moons) I need to make sure that when a new game starts and experimentation is not in the rotation the ship auto routes to a moon that is discovered.
Similarly when having daily shuffles enabled and the moon you've been on is no longer discovered I need to auto route to discovered free moon.

In the same manner on deadline I reroute the ship to company. For that there's not really any particular reason. More of a convenience feature I guess.
I can add a config to disable that.

pale panther
# rustic hatch You are correct. It's something that happens in discovery mode as part of anothe...

Gotcha, and thank you for the detailed reply. I wouldn't worry about adding a config to disable it; I was just having a moment since it was something out of my control that I couldn't find info for on the mod page or in the configs. Now that I know it's an intended feature, sa'll good. I've only ever experienced the auto routing when it comes to visiting the company since I'm sure I have it setup in such a way that it'll never auto route to other moons.

Enable Discovery Mode = true
Never Shuffle = true
Whitelist = Experimentation
Free Moons base count = 0
Dynamic free moons base count = 0
Paid Moons base count = 0
Enable Quota Discoveries = true
Quota Discovery Trigger Chance = 100
Minimum & Max quota discovery moon counts = 1
Quota Discoveries are permanent = true
Override moons hidden by default = true```

LMU is one of 3 mods that makes up the core of my pack and I'm just wanting to verify that putting it in discovery mode like this will yield the result I'm after.   All moons except Experimentation are hidden/locked from the start.  I'm using Progressive Deadline to scale the deadline to the quota size.  The first 6 quotas are only single day, Q7-Q11 are 2 days, and anything beyond is 3 days.  Since the first handful of quotas are single day deadlines, LMU "should" be discovering a random moon every other day to quickly open up my options permanently for the remainder of the run.   Embrion & Artifice shall also be discoverable and show up in the terminal once unlocked hence the override config being set to true.   And lastly, LMU should only ever cause the ship to auto-route to the company when it's time to sell as the above config avoids scenarios where it would otherwise route to other moons automatically.
broken haven
#

In Wesley's moons we go to Galetry, and it's kinda annoying going immediately to company

pale panther
#

Also, is there something in LMU that overrides/conflicts with the way that LLL displays the moon list in the terminal? I have it set to Vanilla in LLL which results in "MoonName (Weather if applicable)" in the terminal, but when I enable LMU, it overrides the terminal formatting to become "MoonName, Price, Weather." I have everything regarding the terminal in LMU's configs set to false, but yet its still changes it. Disabling LMU allows the moonlist to display properly, so I'm assuming this is an LMU issue?

rustic hatch
# pale panther Gotcha, and thank you for the detailed reply. I wouldn't worry about adding a c...

Sounds good. I'm also using progressive deadline in a very similar fashion and it works well. The only issue I wasn't ever able to figure out is when you finish a quota a day early, on the next day it will do the 'new day' and also the 'new quota' routine at once. The game is a bit weird in how it calculates the time. I guess there is even an argument for having it that way so you're not even more punished for having it early..

rustic hatch
pale panther
pale panther
proven turret
#

any screenshots from how this mod looks? It could be really intresting!

rustic hatch
rustic hatch
#

Ok, I couldn't find what I had in my mind but there's this video demonstrating how this mod and darmuh's LethalConstellations can work together: #1264314686170730688 message

For screenshots and explanation of the tags on terminal check the Terminal Tags section on the mod page.

dapper tusk
#

@rustic hatch hey just an FYI gonna be changing up the moons menu public stuff in terminal stuff. Not sure if you've already built compat for it but I am tidying some things up and will probably need to provide a different public event with different parameters

#

wont be any time soon but figured i'd let you know now before you put any effort into that

crude halo
#

@rustic hatch Playing with LMU atm in Discovery mode and it's re-rolling the moons every day after the first quota. So it worked properly for the first 3 days, then we sold quota and now it's re-rolling every day. My guess is that it's an issue with GI's Quota Rollover maybe? I don't know how you're detecting quota, so

#

I'll get you a log once I'm done with this session

crude halo
#

Yeah I see that GI is patching the profit quota method at line 687 so that might be it, I'll test and verify if I can
[00:45:52.9297785] [Debug :GeneralImprovements] Patching new profit quota method to use sold scrap only for overtime bonus.

crude halo
#

Okay yes it's a compatibility with GI issue

#

I'll post this in GI's thread as well but I feel like this will probably have to be added compatibility on your end by detecting the Deadline instead of the Profit Quota with GI/QuotaRollover enabled

crude halo
#

Nvm, looks like the GI dev has a fix in mind wolfVibe

dapper tusk
rustic hatch
rustic hatch
noble seal
#

using wesley's moons, discount mode doesn't seem to be working?

#

also even with terminal moon tags off it still breaks the terminal formatter display of moons

rustic hatch
rustic hatch
rustic hatch
# noble seal which update?

wesley's moons / JLL next update will make use of the stuff I added for locking moons behind story progress.
In the current version it's patching LMU and prevents it from changing anything about those moons including the price

#

There will also be an option to disable the story lock / progression stuff for people who don't want it

#

Both on LMU's side and on wesley's

noble seal
noble seal
rustic hatch
#

Soonโ„ข idk sorry. I don't think there's anything else rn.

rustic hatch
rustic hatch
lusty cobalt
#

I'll remove that later

rustic hatch
# lusty cobalt I'll remove that later

Hmm, seems fine to me. I wonder where the large amount of whitespaces is coming from for Autumnis since what you're doing there should remove all of them from my formatted string.

#

Now I wonder.. the only reason you're doing this at all is because of my additional tags, right?

#

You can access price, risk and weather just like you always do.

lusty cobalt
#

yes

#

the thing is

rustic hatch
#

to get my tags you could match the preview against this regex (?:^.*\*(\s.*$)) and access each tag line via group members array

lusty cobalt
#

LLL allows only override display type when it's defined

#

so it's either displaying your stuff (and maybe modifying it on my end) or displaying the rest (so weather/price/risk)

#

i tried to re-do that system in LLL

#

but holy fuck that did not work as i thought it would

rustic hatch
# lusty cobalt LLL allows only `override` display type when it's defined

I'm not sure I follow.
You do have access to the selected previewinfotype, no? And you're also replacing the entire moons page regardless of LLL..?
So I'm saying throw away everything from me but the tags and get the rest (weather, price, risk) normally, then put it together according to preview type. No worky?

oak grotto
#

is there a way to show the moon sales in the moons list in terminal? I just booted up the mod on a new save, but I think I see a moon that is priced lower than normal, but no indication that it is on sale, which means that I have to know the price beforehand to know whether it's cheaper than normal

#

perhaps not really totally necessary as I'll probably be weighing options after a quota, but could help in getting me to switch up the moons I route to

rustic hatch
oak grotto
#

hmm, I'll have to check to make sure that the logs show a sale, but the config option is enabled and yet I didn't see anything in-game

rustic hatch
oak grotto
#

logs say that Black Mesa is on sale:

[Info   :LethalMoonUnlocks] | Black Mesa           |    395 |       0 |       0 |        โœ“ |       Never |   21% |          500 |            โœ“ |           - |

but it doesn't appear to have anything in the moons menu:

#

another random question, why doesn't the mod use the BepInEx-provided config file? I couldn't find any config in LethalConfig

#

kinda unfortunate to have to restart the game to adjust the scroll lines (I assume there isn't another way to configure it, other than UnityExplorer)

#

0195303f-1c0d-f7ba-8992-3cbbd0c0501a

here's the profile code where I'm seeing the missing sales, in case it's some sort of conflict

only terminal related mods I have are TwoRadarMaps and TerminalConflictFix though, as far as I recall

rustic hatch
oak grotto
#

oh oopsie

rustic hatch
oak grotto
#

no, LethalConfig looks at the config file that is integrated into BepInPlugin er, BaseUnityPlugin

oak grotto
oak grotto
rustic hatch
#

Ahh I see. In that case I think the issue is that I moved all the config binds to their own class at some point

oak grotto
#

only would be an issue if you also migrated from using BaseUnityPlugin.Config to constructing your own ConfigFile at the same time

#

at this point it would break old configs unless you set up code to copy config values from one file to another, but you can pass that BaseUnityPlugin.Config to your config class during plugin awake to bind all your configs and it should work the same but in the correct file

rustic hatch
oak grotto
#

oh nice! hopefully it's not too much of a pain, I've never looked at fully removing an extra config file versus just migrating options within one file

#

although I suppose the deleting is optional too lol

rustic hatch
oak grotto
#

huh, I didn't know you could assign it, I never had a reason to

#

hopefully that works as expected

#

although not totally sure I understand the purpose

rustic hatch
#

well, you can't assign it really

#

but you call bind on it

oak grotto
#

but yeah, binding the old config if it's present sounds like the most convenient way

rustic hatch
#

just to get the values loaded into the properties of the class

oak grotto
#

oh yeah you mean passing it off to your static class, sure

rustic hatch
#

yea

oak grotto
noble seal
#

wesley's moons has updated, i await the discount mode being functional

rustic hatch
noble seal
#

ah i see

rustic hatch
#

That being said I have a update prepared and will probably release it later today. Just need to tidy up changelog and stuff

noble seal
#

lethal moon unlocks seems to mess with the moon unlocking a little visually?
upon unlocking a moon and viewing it in the terminal, there's a * Locked beneath it until you take off. and if you unlock multiple moons in a single day, only the first appears.

rustic hatch
#

Now, for the latter, can you elaboarte further? This might depend on your LMU configuration.

rustic hatch
#

@silent

v2.2.1

Added

  • Added a config setting to globally enable (or disable) the Story Lock feature introduced in v2.2.0. @loud obsidian
    • Enabled by default.
    • Disabling this ignores any requests to lock moons behind story progression. Such moons will be handled like any other regular moon.
  • Added alert messages when the LMU vanilla story progression is advanced.
  • Added a config setting to enable (or disable) automatically rerouting the ship to company on deadline. @broken haven
    • Located in advanced config section.
    • Enabled by default.
#

Changed

  • Any changes to story locked moons by other mods (like Wesley's moons / JLL) will now apply immediately. @noble seal
    • This resolves some inconsistencies when looking at the moon catalog before taking off.
  • Switched to using the BepInEx default config file (BaseUnityPlugin.Config). @oak grotto
    • Your config is automatically migrated. Just in case a backup is created (com.xmods.lethalmoonunlocks.cfg.legacy).
    • This enables LethalConfig to automatically detect LMU's configuration and allows to change it in-game.
    • Note: You can expect most settings to apply mid-game unless stated otherwise. Messing with settings may or may not lead to unexpected behaviour in certain scenarios.
  • Moved Story Lock/Progression config settings to their own section under 6 - Advanced settings.
    • If you previously enabled Vanilla Story Progression it may reset.
  • The moon preview text in the terminal will no longer be replaced when Display Tags in Terminal and Override Terminal Font Size are both disabled. @pale panther
  • UnlockManager.TryReleaseStoryLock(string, bool=false) was extended to support showing a generic alert message on releasing a story lock.
rustic hatch
#

should be fixed in the new version then

broken fractal
#

i tried unlocking the first wesleys moons on a fresh save but none of the 3 tapes unlocked anything on the moon list, and i couldnt route to them

#

this happens with Enable Story Progression in both true and false

#

also when viewing the tapes, the unlock alert appears twice (when you start the tape, and when it ends)

rustic hatch
broken fractal
#

you can go to galetry then you will find the first unlock (a tape) in the building after some stairs

#

ill try generating logs later

broken fractal
broken fractal
noble seal
#

with wesley's moons and progression on, and discount mode on, after purchasing a moon, every single moon disappeared that is locked by default (all of them except galetry)

#

even after taking off

hazy trellis
#

Basically just put the tape in on galetry and boom

#

unable to unlock the moon on said tape

rustic hatch
#

pushed an update rq. hope this helps. will have to sleep now

#

You can also grab it here before thunderstore has it live

hazy trellis
rustic hatch
rustic hatch
#

v2.2.3

Added

  • Added UnlockManager.TryReleaseStoryLockShowAlert(string) for other mods to use.
    • Will make LMU display a generic alert message on releasing a story lock.

Fixed

  • Fixed a compatibility issue with Wesley's moons (JLL) introduced with LMU v2.2.1 where playing a tape failed to release the story lock.
rustic hatch
#

After seeing how this works in game for myself I think when LMU is in discovery mode I should hide this alert since it uses the exact same wording I'm using when the moon will actually be added to the moon catalog (discovered by some mechanic). So it can be confusing when it tells you the route is discovered but it won't show up.

tight laurel
#

ive got a bug ovah' here! this happens when i attempt to land on a moon with an item (such as flashlight or anything else that comes in the delivery thing) purchased.

#

If you need my mod profile to find out whats causing it then just ping me :3

rustic hatch
rustic hatch
tight marsh
#

@rustic hatch Thank you for the journey compatibility! The discount mode worked on Wesley Moons last night!!! ๐Ÿ˜„

tight laurel
rustic hatch
pale panther
#

I have a small LMU question/request.
As it stands, we can whitelist certain moons to always be unlocked. Is there a way to blacklist moons so that they are never considered for unlocks similar to how LMU knows to omit Liquidation? I'm using LMU with the Wesley's Moons bundle (story is disabled) which comes with Galetry and Duckstroid-14. Despite me going into LLL, enabling content configuration & setting these two to not be registered in the terminal, LMU still sees them and unlocks them.

#

I could workaround this by ditching the bundle and DL'ing them all individually, but I'm curious if there's a way to make LMU ignore these.

rustic hatch
#

Be aware that any moon not added to the list will not he hidden or locked respectively

#

Settings from LLL should be respected tho. However this only works on creating a new savegame.

pale panther
rustic hatch
pale panther
# rustic hatch Yes, but not generally of course. The overrides refer to the default states. So ...

I just performed a quick test where I put those moons on the override lists and put all other moons on the whitelist to put LMU into a situation where it would only have those two as options and it didn't unlock them. Just gotta reduce the whitelist back down to just Experimentation now and run one more test.

Overall goal, whitelist Experimentation so that it's available at the start, all moons are locked/hidden, clearing a quota permanently discovers a moon & adds it to the catalog. Duckstroid-14 & Galetry should never be considered as options for unlocking.

pale panther
#

As long as LMU no longer considers those two outliers at the bottom as eligible moons to unlock, I think we're good.

pale panther
rustic hatch
# pale panther I should note that the above picture was a new save file. Galetry's content con...

No, you can check if it's working like this:
Disable via LLL config, start a new save. Looking at the table check the 'Orig. State' column. If it's empty LMU will completely ignore those moons. So exactly what you want.

In your screenshot the column is also empty because that's what the overrides are doing. They are replacing the original states that would otherwise be grabbed from LLL's config.
The only issue with LLL on this is that apparently it's not possible to unhide vanilla hidden moons.

broken haven
rigid root
#

can anyone give me a guide on how to make my own progression?

rustic hatch
rigid root
#

i wanna put together my modpack and make a progression system like wesley's moons.

ill be using vanilla moons and:
-beanie's
-rosie's raven & gordion saga
-generic's
-wesley's
-starlancer
-thegoose

broken haven
#

you can try adding some progression by setting up higher prices on scaling moons

rigid root
#

aw man

rustic hatch
#

You can utilize either custom groups or LethalConstellations to create a somewhat linear progression that still has some RNG to it in terms which moons of the group/constellation is picked. You can fine tune the RNG element by adjusting the pricing of moons and LMU's cheap moon bias.

But there is no actual determinstic progression where visit moon A / doing some thing will unlock moon B like you would have in wesley's.

#

that would require writing some code. but it can be very simple as LMU holds all the basic data.
So it could be like 'if moon A visited N times -> try unlock moon B'

broken haven
rustic hatch
broken haven
rustic hatch
#

so even if a moon should be locked behind story progression, it would still show when changing to the constellation it's part of?

rigid root
#

i know this isnt an issue about this mod but why cant i play?

rustic hatch
rustic hatch
#

I wanted to redo the whole Constellations compatibility at some point anyways so constellations are entirely their own thing (optionally) independent of the default moon.

neat bramble
#

Every time i make a new save, in discovery mode, there are always the same few moons unlocked, is there a way to make the first ones different from each new save?

#

that is my config file

#

@rustic hatch (Ping in case you dont look at this thread often)

neat bramble
#

nevermind

#

well the first two are the same out of the 5

neat bramble
#

i have like 63 moons and there are always 4 repeating apart from other randoms

umbral summit
#

as soon as i turned that off i started getting moons from the full price range

neat bramble
#

i have at the start 4 free moons and one paid

umbral summit
#

ah I see, weird

neat bramble
#

ohhh i just disabled it

#

tyyyyyyyyyyyy

umbral summit
neat bramble
#

Tyy Will look into it tomorrow, I asked you because idk why but I still get the same moons

bold glen
#

I'm having an issue where my moons are way cheaper than usual and I've disabled all discount related fields

bold glen
#

nvm it was anohter mod, heheh

neat bramble
#

but shuffled

#

free moons tho

neat bramble
neat bramble
#

@rustic hatch do you know anything about this? out of about ~40 free moons i always get the from same 5, 3 popping up at start with discovery mode apart from 1 or 2 that actually go random from the list

rustic hatch
#

It's in local app data, zeekersRBLX, Lethal company, Player.log iirc

neat bramble
#

ok, will do it later when I get in the pc

#

I can share the modpack later too if you want

neat bramble
#

it is possible that it picks the moons with least difficulty?

rustic hatch
#

Hmm, nothing jumping at me in the log.. So you're saying you always get March, Landslide, Icebound and Divide as free moons?
All I'm doing there is picking randomly from all moons where the route price is 0. Difficulty doesn't play any role and neither does cheap moon bias. The latter is only relevant for paid moons.

rustic hatch
#

Only thing coming to mind rn is something messing with rng. I'm using UnityEngine's Random during selection.
Waaay back in the day the original Diversity was unintentionally breaking Random causing it to always return the same results which had a plethora of interesting effects.
Now, this has long been patched in Diversity's first revamp iirc but maybe something similar could be going on here?

#

So I'd suggest the good old 'disable half of the mods, check if issue persists. If it does, disable other half'. Of course keep LMU and your moons enabled. If the issues persists in both cases. The issue is with LMU. Lmk

neat bramble
neat bramble
#

Yeah because every time you load in, the moons are always the same ones with same weathers

#

In like 10 tests I did yesterday it always routed to Landslide

#

3 days ago the same test gave the same moons but it routed to icebound always

neat bramble
neat bramble
#

Waaay back in the day the original Diversity was unintentionally breaking Random causing it to always return the same results which had a plethora of interesting effects.

#

WELL GUESS WHAT

#

I just disabled Diversity from my modpack and the moons were random again

#

i'm trying with it back on just to confirm

#

ohh, this explains it all

#

it is changing randomness 24 times in its code

#

I think they are working on a new update

#

i'm gonna disable diversity in my modpack for now because it seems like the update is still gonna take time

neat bramble
#

Other mods change it 1 time, 2 or even 3 times but Diversity does it 24 times

#

Out of my 274 mods modpack, 10 run InitState

rustic hatch
#

hmm, interesting. Thanks for sharing your findings.

bold glen
#

In the custom moon group matching config, do I separate moons with comma + space or just comma? same with "|", is it "|" + space?

rustic hatch
bold glen
#

gotcha, ty :]

neat bramble
#

same

#

i got the tablet

rustic hatch
#

Sorry, I'm somewhat out of touch. What's CR?
LMU offers a way for other mods to specify special handling of such moons. If the author is willing to add compatiblity for LMU, it's an easy task to do so.

neat bramble
#

while landed, the oxyde moon showed up on the moons list

#

CodeRebirth

rustic hatch
#

ah, didn't know they're also doing moons now

neat bramble
rustic hatch
broken haven
coarse cove
#

Uhh what's the compat for

neat bramble
#

this mod adds like moon unlocking and stuff

#

and overrides the vanilla moon list

neat bramble
rustic hatch
# coarse cove Uhh what's the compat for

LMU regularly changes visibility and availability of all moons using .IsRouteHidden and .IsRouteLocked properties in LLL.
I assume you're doing the same to unlock Oxyde only after the player performs some action ingame. That's why currently both mods don't work together.
The two public methods I provide let you specify a list of moons by name to LMU that shall be locked / not available until you call the unlock function.
Then it will depend on the user config for LMU whether the moon is always unlocked and available or just added to the pool like any other moon for LMU to consider. What that will result in exactly depends on the rest of the user's LMU configuration. Generally that moon can then appear in the moon catalog.

coarse cove
#

ic, yeah i can maybe do that later then

slate arrow
#

hey, was playing last night with discovery mode turned on, we dont have "permanantly discovered" turned on, and it didnt show up on the list, and we hadent been to artifice in at least 30 ingame days (if ever that run.. was a very long run), but we tried routing to artifice even though it wasnt listed, and it allowed us. admittedly we didnt pull the lever (it was stormy), but is this normal behaviour? I would have thought if the moon isnt shown, we wouldent be able to route there at all?

sand surge
#

@rustic hatch Does this fix the desync of moon unlocks with Wesleyโ€™s moons? When leaving save and rejoining sometimes the clients are unable to see the moons that were unlocked.

slate arrow
#

^ in regards to that btw, im the host, so my issue isnt a client issue.

rustic hatch
# slate arrow hey, was playing last night with discovery mode turned on, we dont have "permana...

Yeah, by default Artifice and Embrion are the only exceptions where they are available but not shown on the list. That's because they are hidden in Vanilla. So it's expected behaviour.
You can change this by either enabling hidden moons override and leaving the list empty or with a twist by enabling vanilla story progression (the latter will require you to ||land on Adamance three times|| to unlock Aritfice. For Embrion you'll have to ||scan an Old Bird||.)

rustic hatch
slate arrow
#

so, i just enable the override, then dont put any moon in the list.. and then i shouldent be able to route to any moon unless it shows in the terminal?

rustic hatch
#

yes

slate arrow
#

ok, ill give that a go, and if im using that setting and i wanted to turn discovery mode off, will that mean they also are not hidden then? just thought id ask as i use another mod to unhide moons, and if your mod does that, then i dont need the other mod ;o

rustic hatch
#

That's how it should work, yea

slate arrow
#

can confirm the ovveride stops me going to aritifce! ๐Ÿ™‚

#

looks like the setting resolved everythign cept one feature the other mod covers, so i guess im stuck using both still ๐Ÿ˜„ (the feature is removing secret passcodes from moons), unless there is a setting in your mod for that too (but i didnt see one x.x)

rustic hatch
#

i don't even know what that means lol. That's not vanilla, is it? Is it a routing command that's different from the moon name?

slate arrow
#

https://thunderstore.io/c/lethal-company/p/projectbots/MoonUnlockUnhide/

yeah, like some moons have secret passcodes.. so you use word X to route to moon Y, its to make the moon secret. as put in the readme there, StarlancerZero uses another word for routing.. when you type in "StarlancerZero", it shows you the weather for the moon, it wont route there.

Personally, i know the word, but for casual players in my group, they will never route there, because they dont remember what a moon they can route to is all about, so they wont remember a word they cant read.. so i prefer to put it back to StarlancerZero.

im aware also there are other moons that are "hidden", but i dont know how tbh (cosmocos? that might just be locked behind story progression, but yeah i d k, SLZ is the only clear example i know of)

rustic hatch
#

Ok, I see what that is. I don't think I want to mess with that. Especially when there are no issues in combination with the mod you linked

slate arrow
#

thats fair, just thought id ask, as i didnt know if it was a feature in your mod too ๐Ÿ™‚

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oh actually, just tried routing there to double check, seems discovery mode and that mod may not be compatible xD if you still wont do it, no worries, but i guess i just didnt try to route there since turning discovery mode on (or, the override setting is bypassing the other mods fix for the word, i d k)

#

(i should say, i cant see StarlancerZero, so it maybe fine once its actually on the list, will try to get it to show)

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ok, even with it showing, it still requires the secret word. i guess ill have to tell my group to write the secret word over and over again ๐Ÿ™‚

rustic hatch
#

Hmm, not sure why they would conflict like that. The override affects only my internal logic and in turn which moons are hidden and locked.

#

Does the other mod print this in your log StarlancerTero is now routable as starlancerzero?

slate arrow
#

Line 2200: [10:49:52.3534649] [Info :ProjectBots.MoonUnlockUnhide] StarlancerTero is now routable as starlancerzero

yup

rustic hatch
#

Hmm, yeah idk why it would not work rn. LMU is not touching Terminal keywords.

slate arrow
#

ok, something might have broke on that mod, its not working even with yours disabled O.o

#

yeah, seems like that mod just suddenly broke, i cant explain it, so nevermind ๐Ÿ˜„

rustic hatch
#

Well, I'm glad it's not my fault ๐Ÿ˜„

#

If you check your log and the unlockunhidemod awakes/loads after starlancermoons does, that may be the issue

slate arrow
#

nah, they load in the right order in my test profile

[Info   :Starlancer Moons] StarlancerMoons scripts loaded.
[Info   :   BepInEx] Loading [MoonUnlockUnhide 1.2.1]
[Info   :ProjectBots.MoonUnlockUnhide] StarlancerTero is now routable as starlancerzero
[Info   :ProjectBots.MoonUnlockUnhide] MoonUnlockUnhide has been awoken!```
#

i got one more thing to try, as i havent tried with a fresh save, but i dont see how that would change anything

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yeah, a new save changed nothing, so its 100% broken xD ill report it to them ๐Ÿ˜„

sand surge
#

So I was saying if lethal moon unlocks can fix that issue.

#

But just that issue, like not having the other stuff in that mod enabled.

rustic hatch
#

So from default config, disable unlock mode, enable discover mode, set free and paid moon count in discovery mode section to 999. See if it works.

bold glen
#

Does lethal moon unlocks bypass moon count limits in discovery mode if there's extra company moons (galetry and oxyde) installed?

#

I know gordion is always routable in discovery mode, so I'm curious if it's the same with other company moons

rustic hatch
#

Can't check right now but I think in terms of moont count limits they're seen as normal moons

slate arrow
#

Does discovery mode pick from all installed moons? Or only ones not disabled in LLL? If it picks from every moon, a blacklist might be nice (there is a white list to always show a moon but nothing to prevent a moon from showing up so thought I'd ask :D)

bold glen
slate arrow
bold glen
#

That's strange

rustic hatch
#

Whitelist should work and circumvent the moon count limits. Make sure you're using what LLL calls 'numberless planet name'.

#

You can get the name for example from the table LMU prints to logs

#

same table you can also check if moons are ignored in the original state column. Empty = ignored @slate arrow

bold glen
#

Hello, I'm having issues getting my unlocks system to work, is it okay if I flood the chat with questions and screenshots later today?

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I'm basically trying to make a specific moon unlock another specific moon through custom group matching (i think that's what that option is called), but when I played it unlocked a random free moon.

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I have two theories, one being that I messed up the formatting completely and the other being that the way I'm trying to do it just straight up doesn't work

bold glen
bold glen
#

Alright I'm home now

#

This is my config file (disregard the name I just copy pasted the contents)

#

basically this is how I'm trying to do it, unsure if this is even supposed work or im doing something entirely wrong

Define your own custom moon groups.

Expected Format: Separate moon groups by "|" and moons by ",".

Example: 'Group name 1: Experimentation, Assurance, Vow | Group name 2: Offense, March, Adamance'

Names must be exact matches. The option below can be used to get the names.

Setting type: String

Default value:

Custom moon groups = Route 1A: Embrion, Dirge | Route 1B: Dirge, Titan | Route 2A: Transmission, Dine | Route 2B: Dine, Old Dine | Route 3A: Celest, Adamance | Route 3B: Adamance, Kast | Route 4A: March, Sorrow | Route 4B: March, Gloom | Route 4C: Sorrow, Orion | Route 4D: Gloom, Orion | Route 5A: Assurance, Offense | Route 5B: Offense, Artifice | Route 6A: Experimentation, Solitude | Route 6B: Solitude, Artifice | Route 7A: Phaedra, Pelagia | Route 7B: Pelagia, Kuromori | Route 8A: Asteroid-13, Vow | Route 8B: Vow, Rend

#

(I wanna make it so, for example, assurance unlocks offense, then offense unlocks Artifice)

#

I also have custom as the group matching method

#

The method used to group moons. Group Matching can be used to limit some discoveries to moons of the same group.

'Price': All moons of the same price are considered a group. This method ignores price changes by unlocks, discounts, or sales.

'PriceRange': All moons within a set price range are considered a group. Upper and lower range is defined by the price range setting below.

'PriceRangeUpper': All moons within a set upper price range are considered a group. Upper range is defined by the price range setting below.

'Tag': All moons that have at least one tag in common are considered a group.

'LethalConstellations': Match moons to their constellations as they are configured in LethalConstellations. See settings in Advanced section.'Custom': Define custom named groups of moons below.

Setting type: String

Default value: Price

Acceptable values: Price, PriceRange, PriceRangeUpper, Tag, LethalConstellations, Custom

Group Matching Method = Custom

#

Let me try this without cheap moon bias (for some reason I had all of those on)

#

yeah even without the bias on it just unlocked a random moon

#

it's supposed to go from experimentation to solitude

broken haven
#

ok, this looks interesting

bold glen
#

Would sending a code help?

rustic hatch
rustic hatch
#

Can you give me a log of that scenario? Player.log preferrably.

#

I'll have a look at it later

bold glen
#

alright, lemme re-do the process

#

in the meantime here's the code

#

019880a0-9c1f-dd44-e9eb-4d17766b79b0

bold glen
#

I only have this one in the BepInEx

rustic hatch
#

It's in C:\Users\user\AppData\LocalLow\ZeekersRBLX\Lethal Company\

bold glen
#

Gotcha

rustic hatch
#

ahh okay I think I understand now. It's been some time so I had to recall how this all played out.

#

Essentially the custom moon groups are not considered for Quota Discoveries. Because when you complete the quota you're at company and not within any of those groups.

#

You have Quota Discovery match cheapest group set to true. This is something I added for moroxide so the quota discoveries are narrowed down to the group of your currently cheapest undiscovered moon and then picked from only those. So right now that is group 1A6A.
edit: Sorry, it's not 1A but 6A

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So I don't technically know you're at Celest. And I can't assume it because others might have different setups where I can't deduct this logically.

bold glen
#

AHHH ok

#

that makes a lot of sense

bold glen
rustic hatch
#

Disabling this will just select a random undiscovered moon.

#

Optionally using cheap moon bias.

bold glen
#

hmm

#

so how could I make it so a moon of the same group is discovered upon completing a quota?

rustic hatch
#

Pasting this so neither of us have to scroll back up
Custom moon groups = Route 1A: Embrion, Dirge | Route 1B: Dirge, Titan | Route 2A: Transmission, Dine | Route 2B: Dine, Old Dine | Route 3A: Celest, Adamance | Route 3B: Adamance, Kast | Route 4A: March, Sorrow | Route 4B: March, Gloom | Route 4C: Sorrow, Orion | Route 4D: Gloom, Orion | Route 5A: Assurance, Offense | Route 5B: Offense, Artifice | Route 6A: Experimentation, Solitude | Route 6B: Solitude, Artifice | Route 7A: Phaedra, Pelagia | Route 7B: Pelagia, Kuromori | Route 8A: Asteroid-13, Vow | Route 8B: Vow, Rend
How do you expect to progress through these assuming we start with only Celest in group 3A discovered?

#

Like, just give me an example. Describe what you want to achieve.

bold glen
#

So what I want is, in the case of me starting in Group 3A on Celest, to then when finishing a quota unlock Adamance

#

Then, when finishing a quota on Adamance, to unlock Kast on Group 3B

#

I essentially just want to make short progression routes like this

rustic hatch
#

What should happen after Titan or Kast?

bold glen
#

But in the pack I'm making you're not really supposed to make it past the third quota

rustic hatch
#

There is I'm just trying to undertsand your 'flow' so to say

bold glen
#

So basically I'm making a modpack where you have to progress through a single, somewhat linear progression path that ends on your third quota, if you make it past the third quota you've basically won and I didn't plan for anything after that

#

there's more to it but it's not super relevant to the progression itself

rustic hatch
#

So what you need is basically Quota Discovery match group not cheapest group.

#

Which I would need to implement but the problem is I can't safely assume your last visited moon to be the group I want to look at.

#

If you were to start with all free moons discovered and your group setup, one could do a quota on Transmission and on deadline day stop by any other moon to select 'the route' it's gonna discover. See what I mean?

bold glen
#

Hmm yeah gotcha

#

currently I have free moon count set to 1, never shuffle and paid moon count set to 0

#

so I don't believe that would be possible, but you still wouldn't be able to know what moon I was actually on to discover one from the same group

#

is there a way to discover a moon from the same group based on the amount of times you've landed on that moon?

#

like maybe discover a moon depending on what your last visited moon was on the day before the deadline?

rustic hatch
#

Possible but it would require me to add it to save file in case one save & quits on deadline day.

bold glen
#

hrmmm

bold glen
#

im just trying to think about how I could make it so you unlock one moon per quota, and have that moon be tied to a custom group so that one moon leads into the next

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The only way I think I can do that is having it so travelling to a moon automatically unlocks the next moon in that path through Travel discovery group matching

bold glen
bold glen
#

I'll leave you be for today, if you want I can try to pitch a few solutions in a more... organized manner next time, cuz I would really like to actually have a system like the one I envision

#

Thank you for explaining how these things work, my smooth brain should've known quota discoveries didn't check for group matching

#

And sorry for flooding your thread!!!

rustic hatch
#

No worries, mate. I have something in mind that would solve your specific use case, but I'll have to think about it some more.

rustic hatch
bold glen
#

Right, I'll try that next balance test

rustic hatch
# bold glen Right, I'll try that next balance test

Oh, just to let you know. I'm thinking about adding a setting to quota discoveries that prefers groups that have at least one but not all moons discovered. So basically 'fill partly discovered groups when possible'. I imagine that should be working perfectly fine for you while also being general enough to work in other scenarios.

bold glen
#

yeah that would work probably!!!

stiff slate
#

Hi! I was wondering is there an option in the LMU that unlocks moons after hitting a specified quota or if there is a setting to unlcok a specific moon after visiting a specific moon x amount of times

pale panther
#

Hey xCore, currently giving Sugurd a hand with this & we've gotten most of what they wanted ironed out, but I ran into an issue. Wondering if you can shed some light on it.

tl;dr Sigurd is wanting to create a chain reaction of moon unlocks where moon 1 unlocks moon 2, moon 2 unlocks moon 3, so on an so on. Wasn't able to tie it down to a certain # of visits, but we settled on a percentage chance that simulates the average number of visits needed.

The settings I used were:

  • Enabled Discovery Mode
  • Under the whitelist, add moons that are at the start of "chains".
  • Use the New Day Discoveries option.
  • Set the new Day discovery trigger chance to the desired percentage
  • Set New day discoveries permanent to true, group matching to true, and matching fallback to false.
  • Under Moon group matching, set the matching method to Custom.

For the custom moon groups, I used a format like so
Group name 1: Moon1, Moon2 | Group name 2: Moon2, Moon3 | etc...

Ran a test example with a 100% trigger chance with the following Custom groups.
This worked perfectly even though I was concerned about the overlapping names.
Group name 1: Experimentation, Assurance | Group name 2: Assurance, Vow | Group Name 3: Vow, Offense

Decided to see if I could expand it by adding a "second chain"
Group name 1: Experimentation, Assurance | Group name 2: Assurance, Vow | Group Name 3: Vow, Offense | Group Name 4: Adamance, Titan | Group Name 5: Titan, Embrion | Group Name 6: Embrion, Artifice
This somewhat worked. In this scenario, Experimentation and Adamance are the starting points on the whitelist. Here is the series of events.

  • Experimentation properly unlocked Assurance
  • Vow wouldn't unlock initially until I revisited Experimentation followed by Assurance.
  • Visited Adamance which properly unlocked Titan
  • Visited Vow and properly unlocked Offense
  • Visiting Titan would not unlock Embrion (yes hidden moons are properly overridden)
  • I forced the ship to Embrion using Imperium and upon leaving, Embrion unlocked itself.
  • Re-landed at Embrion and Artifice properly unlocked.

Seems like if there's one continuous chain, things work fine. But if two or more chains are attempted, things get wonky. Any ideas?

rustic hatch
rustic hatch
#

Seeing multiple attempts at a sequence style of progression I might have to reconsider the approach I mentioned a few days back and add support for it in a different way.

slate arrow
#

not sure if its a conflict between mods, but when a lobby is loaded, the list of moons is the full list, using "day discovery mode" (ie, new list of moons each day) and after the first day, the moons list shows correctly.

so it seems like I can route to any moon on the first day after loading the save.

#

hmm, just checked with your mod only, looks like it works as intended (albeit, im seeing less moons than i expect, i expect to see 6, but I only see 3 (at least that is what i was expecting)

#

the selected moon is not one in the terminal though... Experimentation is the one selected, vow, adamance and rend are the ones in the terminal

wondering if its my test save at fault... o.o

#

ok, with a brand new save its working fine, ill do 1 day, close the game, reopen and see what happens

#

ok, does seem to be a conflict, its working fine x.x

this is the profile and log where loading an existing lobby leads to the moon list being incorrect
01989a13-8cd6-322a-55d2-233260e7741b

its quite a lot of mods, so ill try and reduce it if i get the time

slate arrow
#

ok, maybe not a conflict, seems the issue is related to changing of the moon.

if you load a lobby... and the moon selected IS NOT on the list of selected moons for the day... it changes the moon, and updates the catalog

if you load a lobby.. and the moon selected IS on the list of selected moons for the day.. does nothing, and so the catalog is not updated.. and so the list of moons is in full.

this profile is the same profile as above, but narrowed down to "mods i think might cause it"
01989a25-f926-2380-0b7e-1baaf8fcb778

ive had it both working, and not working, because of the reasons specified above.

attached is the log from when it didnt work (no change of moon, so no update to the catalog)

my guess on a fix would be, when a lobby is loaded, update the catalog once whether you change moon or not.

pale panther
# rustic hatch I'm not sure rn but the issue may come down to a flaw in the logic when the curr...

Ah so for example, Experimentation would unlock Assurance properly, but Assurance wouldn't unlock Vow b/c it was finding Assurance in group 1 first? And since everything in group 1 was already unlocked + matching fallback was false, nothing would happen sometimes. Makes sense.
Group name 1: Experimentation, Assurance | Group name 2: Assurance, Vow | Group Name 3: Vow, Offense |
I may have just been lucky in my initial test where a single chain worked then. I appreciate the clarification.

Nice to know that something like this may be entertained as a feature in the future though. On a semi related note, do you think it would be possible to add a feature that sets specific moons to unlock at specific quotas; or have a pool of specific moons per quota?

Example

- Upon clearing quota 1, Moon A, B, and C are the only 3 moons that can unlock.  Can dictate if it's all 3, or if one is randomly selected.
- Upon clearing quota 2, Moon D, C, and E are the only available choices that can be unlocked.
- etc...

Each pool would be customizable with config options similar to this:
Quota 1 
Reward pool = *user imputed list*
Unlock Entire Pool = Yes/No
Random Unlock = Yes/No
Number of moons unlocked = numerical value (Only applied if Random unlock=yes)
Fallback (global) = yes/no (Just incase a moon exists within two quota reward pools and is already unlocked, it'll see that and unlock something else)```

There would be an entry like this for each quota.  I can see the config file getting fairly long if someone wanted to plan out 15-20 quotas, so maybe add an additional field to dictate the number of quotas & that many lines will be generated in the config upon launch for the player to go back and fill in once generated.

OR maybe instead of one set of config entries per quota, it could be worked into one long string?  Dunno how that would be formatted though with all the variables.
surreal atlas
#

hi! not sure if this goes here, but when using this mod + lethalconstellations, i've set it so i only start with 1 moon discovered, but it seems like i've started with 1 moon from each constellation discovered. is this normal behavior, or have i beansed something?

EDIT: disregard i had beansed it up

slate arrow
#

a moon i set as "not registered" in LLL is showing up using discovery mode.

this is my config file, can share my profile too if you need but it should be easier to replicate with less moons ๐Ÿ˜‰

pale panther
#

Pretty sure I know what you need to do. I'll check your config and compare it to mine in 45min when I get home

slate arrow
pale panther
#

I can paste a screenshot of them in a bit

slate arrow
#

shouldent need override fields imho tho, if its not registered, its not installed effectively x.x

bold glen
#

ye

pale panther
#

I initially concluded the same thing back when I have the same issue and asked xcore about it. I was told to add the moons to the override lists and when I did it worked. #1264314686170730688 message

pale panther
#

Set both of these to true, add the moons you want gone to both, and that'll do the trick. They won't appear in the terminal, and they won't be considered as candidates when discovery unlocks happen. With the above options, Galetry, Duckstroid-14, End, and Cosmocos are essentially made not to exist.

slate arrow
rustic hatch
#

Unfortunately the override stuff was the best solution at the time. Iirc LLL has added some new stuff since that may help with that but I didn't look into it yet.

bold glen
#

does lethal moon unlocks work with code rebirth's oxyde (not if it lets me have oxyde by default but if I can have it so it still shows up when i get the coords)

neat bramble
#

I remember that oxyde was reported not working with this mod like waaaay back ago but I don't remember if they fixed it

bold glen
#

theyre just now fixing it i think

slate arrow
#

new error on v73, ive only updated some mods since V72.. not changed any config.

it maybe related to LNAPI needing an update, but i d k yet.

#

this code is an old profile testing my settings for discovery mode, only has the mods required for LMU installed, and gets the error.

0199b95a-95a3-32a9-e4c6-1d532484e2b9

rustic hatch
#

hmm let's see

#

the type load errors or warnings were always a thing when lethalconstellatinos wasn't installed iirc

#

but it may well be a thin with lethalnetworkapi

#

although these errors seem to stem from input utils

#

I'm gonna give it a spin on my machine

slate arrow
#

havent seen them before, dont use lethal constellations xD

rustic hatch
#

ok yea they definitely weren't appearing the way they do now lol

#

Ok when LethalConstellations is installed we're launching and able to enter a lobby

#

even then tho it appears there's an error in LLL on level change

#

which prevents you from pulling the lever

slate arrow
#

oh yeah, LLL is busted i think rn

#

literally this was from my first load since v73, so i havent tested, but i read LLL isnt working.

rustic hatch
#

Since LMU depends on LLL I won't investigate further then

#

Feel free to ping me once it's updated and there are still issues

slate arrow
#

sure, will do, just reported this error as it felt unrelated, tbh, i forgot about LLL being busted xD

rustic hatch
#

sure, no worries

rustic hatch
#

@everyone

v2.3.0

Added

  • Dynamic compatibility layer for LethalConstellations
    • LethalConstellationsExtension is now shipped as separate .dll

Changed

  • Recompiled for game version v73
  • Temporarily added dependency to pacoito-LethalLevelLoaderUpdated-1.5.1 to make mod work

Fixed

  • TypeLoadException that prevented game initialization when LethalConstellations was not present
  • Various other TypeLoadException Errors or warnings when LethalConstellation was not present
orchid crag
#

you're looking for the [here] ping to only ping people that can see this thread

#

Anyway, I released you from prison

coarse cove
#

Even the here ping is super inaccurate tbh

brave rune
#

Yeah i swear even in a thread it still basically pings everyone

orchid crag
#

ยฏ_(ใƒ„)_/ยฏ

#

discord

brave rune
#

Otherwise a command could be made to ping @ here if they are thread op

rustic hatch
#

Sorry for the ping ๐Ÿ’€

I used @ here before but learned it only tags people who are online right now?
So I tried looking up what to use instead and reddit told me @ everyone with @ silent is supposed to not ping or send notifications to anyone but only highlight the thread for people who are in it

rustic hatch
coarse cove
#

Message still here from what I can tell

orchid crag
#

yup

rustic hatch
bold glen
#

thanks for the update

slate arrow
orchid crag
#

I reviewed it for you and I suggest using the soft dependency pattern instead of shipping a second assembly. We can't avoid a flag on loading in arbitrary assemblies, that's just too unsafe so you'll need a review on each update

rustic hatch
# orchid crag I reviewed it for you and I suggest using the soft dependency pattern instead of...

Hmmm, that's what I was doing before but it appears to me the new game version's Unity input class is performing some type scanning which trips over the types I'm referencing in the soft dependency when they don't exist in the context. So effectively it's a hard dependency now.

Hence I moved over the compatibility class to a separate assembly. Is everyone else using conditional reflection in such a scenario?

I wonder, is it not more relevant that I can't ship any arbitrary assembly? Every assembly included in the release is scanned, no? So what's the difference in loading an assembly that's scanned?

#

Oh, I guess I could be loading remote stuff huh. Hmm

orchid crag
#

I'm pretty sure there's been progress made on that front but you'd have to ask in dev general or something

coarse cove
#

there's a mod that fixes the typeloadexception that occurs

#

there's probably multiple causes for the issue, my mod had the issue come from me using MMHOOK's but autohookgenpatcher cant generate MMHOOKs for mods that arent downloaded

#

so it just would error because the MMHOOK files didnt exist

coarse cove
#

ye

rustic hatch
#

I'll rollback the change and depend on this for the next version. This one should be working for now

coarse cove
#

i just opted to use manual hooks instead of MMHOOKs

rustic hatch
#

I have to interact and use types from darmuhs mod somehow.

coarse cove
#

icic

rustic hatch
#

There's a way probably but doing it with reflection sounds painful idk

broken haven
#

I bought vow, and it didn't finished traveling, it got softlocked

coarse cove
#

you dont have terminal stuff in your profile right?

broken haven
rustic hatch
#

hmm that's odd then

coarse cove
#

oh wait it's a soft dependency OF terminalstuff thats breaking

#

uhh i have no idea what itts trynna grab here is the issue

#

you could just download typeloadexception fixer i think

broken haven
rustic hatch
#

yea try that please

coarse cove
#

wow

#

uhh

#

lemme check out terminalstuff's code rq

rustic hatch
#

maybe the type changed and I'm referencing the old version..?

broken haven
coarse cove
#

you od have lethallevelloader right?

#

thats the only soft dependency i see terminalstuff referencing

#

but yeah ig its not terminalstuff

broken haven
#

yeah

rustic hatch
#

Yea I'm seeing it too

#

updated references to terminalstuff and openlib - same

coarse cove
#

what code is even errorig?

rustic hatch
#

this

#

specifically the MoonInfo type ig

broken haven
rustic hatch
# broken haven also, with this and HighQuotaRebalance it doesn't even let you open the terminal...

that may not be my fault

[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
HQRebalance.Patches.TerminalHelper+TerminalNodes..cctor () (at ./Patches/GameSystemPatches/TerminalPatches.cs:193)
Rethrow as TypeInitializationException: The type initializer for 'TerminalNodes' threw an exception.
(wrapper dynamic-method) Terminal.DMD<Terminal::LoadNewNode>(Terminal,TerminalNode)
TerminalStuff.EventSub.TerminalStart.StartCheck (Terminal thisterm, TerminalNode startNode) (at ./EventSub/TerminalStart.cs:203)
TerminalStuff.EventSub.TerminalStart+<TerminalDelayStartEnumerator>d__20.MoveNext () (at ./EventSub/TerminalStart.cs:145)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <c39a522eee05469b8171a6cfeb646c59>:0)
rustic hatch
#

yea, it's fine without terminalstuff. just checked

wet lava
#

is discover mode compatible with oxyde ?

rustic hatch
# wet lava is discover mode compatible with oxyde ?

Oxyde was from CodeRebirth, right? I'm not sure if Xu added compat for my mod. We talkd about it here before I think.
If not I could also add support for it from my side. It's like company moon but has to be unlocked first, correct?

coarse cove
rustic hatch
rustic hatch
#

Was LLL abandoned generally?

coarse cove
#

Not entirely, I believe rn its at a "maintained to work but not updated for newer functionality" state

#

And without a conversion tool it'll be hard to get people to go from LLL to DawnLib cuz for some it would take a good days work

wraith mural
#

Does anyone know of a way I could trigger all moons to unlock after a certain number of quotas have been cleared? I'm pretty sure it'll be impossible without making my own mod but I'd love to know if I'm wrong about that

slate arrow
wraith mural
slate arrow
#

but yeah, maybe there is a reason why 10 is the limit, i d k

#

even if you have 30 moons though...

could just do like.. start with 5... unlock 8, unlock another 8, unlock another 8.. thats 29 moons unlocked in 3 quotas... i d k, my group barely visits 10 moons per session... xD

wraith mural
#

yeah I might consider doing that... I'm making a modpack that sends you to a random moon every day but with some dynamically scaling difficulty to keep it fair, and I thought it'd be cool if unlocking everything after surviving long enough could be like a pseudo win condition

slate arrow
# wraith mural yeah I might consider doing that... I'm making a modpack that sends you to a ran...

ah ok, thats similar to mine then.

my setup is.. 6 moons always available.. but its randomised which ones are available.

1 of them is a "FREE" moon
2 of them are FREE or NOW FREE (previously cost more than 0, but now cost 0)
3 of them cost more than 0 currently.

so we always have a rotation of 6 moons, changes every time we play, sometimes forced us into bad weather, certainly stopped us playing on favourite moons all evening.

#

but yeah, we dont unlock everything, because, thats what i was trying to avoid. xD

wraith mural
#

I was thinking about trying something akin to that too, but my friends seem pretty content with how it is currently

#

I might have a really scuffed idea to possibly make this work using customstorylogs... I'll need to learn a bit more about that mod first though

slate arrow
#

btw, xcore, i probably mentioned this before... but, if i didnt, mentioning it again, because i may also have a solution.

I dont know where you patch for "changing the moon" automatically.. but when you change the moon then, you also update the catalog.

if you load the game.. and the catalog change is "due to happen".. it will change the catalog, and show only the limited selection of moons.
if you load the game... and the catalog change already happened for that day.. it will show ALL moons.

I was wondering.. perhaps you could split your "catalog updating" patch into two?

part #1 = update the selected moons and say "catalog updated" as it currently is.
part #2 = when the terminal is opened by a player, take the selected moons and output them to the moons page?

then, even when you load the game after the catalog is already updated.. hopefully, because its pulling the moons selected when you open the terminal, it always shows the limited moons, not the full list of moons (which shouldent happen imho)

slate arrow
#

but i dont know how that works

rustic hatch
#

@wraith mural try setting the discovery unlock value to like 99, so beyond max. Virus suggested this would not work but I feel like I remember it working. May be wrong though.

wraith mural
#

will try

rustic hatch
#

@slate arrow hmm, the values should be applied (catalog update) whenever you load a save. If it doesn't that would likely break the sync with new players joining too so that would definitely be a bug.

You are correct, the full list of moons should never be shown when playing in discovery mode (and not having dicoverd all obvs).

slate arrow
rustic hatch
rustic hatch
# wraith mural I might have a really scuffed idea to *possibly* make this work using customstor...

since you mentioned it. Customstorylogs is pretty cool for stuff like that. I actually have a dozen or so logs written out that I wanted to use to expand on the vanilla story mode but lost the creativity to come up with silly/goofy logs that would tell a story fitting the location they're hidden in. In them they would hint at or have the location of another moon and once found would add that moon to the catalog (or be able to find it in discovery mode).

#

You could even use the api stuff I added a while back to discover the moons by telling LMU they're story locked moons. Then when customstorylogs fires the event of the log you release the lock on LMU.

slate arrow
rustic hatch
#

Hmm, it should definitely work out like that. So you're saying when loading an existing save file you can use the terminal and see all the moons (and even route there?). I'll need to investigate. If you don't mind please open an issue for this on my github.
As far as the patch goes that kind of sets of everything that's on Terminal.Start() iirc.

wraith mural
slate arrow
#

ill make an issue if i can login to my github xD for some reason i always lose track of my password, and the saved one isnt working, probably using the wrong browser, idk.

slate arrow
#

created the issue

thorny light
eager meteor
#

Hey all, having a hard time getting this to work in my modpack. For some reason the tags don't show up, and with discovery mode on, my base moon roster isn't limited to what it should be with my config selections. It's like the mod isn't triggering. Any ideas?

jolly bloom
#

There seems to be a lot of issues with this mod currently, probably more on the side of compatibility with lunar ? either way, non-hosts moon prices are all 0 ๐Ÿ˜ญ and the screenshot.... march 8% off ? hmmm... but its affecting psychsanctum and not march ?

rustic hatch
#

what is lunar? mod needs updating for dawnlib moons probably

rustic hatch
broken haven
rustic hatch
eager meteor
rustic hatch
#

yes LMU is lacking compatibility with dawnlib for now

eager meteor
#

Love the idea for the mod, very good implementation by the way. I think it's something that will really help freshen up some gameplay for folks who enjoy adding tons of moons

jolly bloom
eager meteor
jolly bloom
#

I test... alone in LAN... my road... lonely... ๐Ÿšฌ

rustic hatch
#

if you check the host console it should say something like syncing data with all clients. That's including itself, so after that you should see it receiving data, applying and the table of moons printed. This repeats when a client joins. On client you should also get the latter parts in console. If not there's probably something going bad before. Although I think if the client doesn't have data to apply it would keep the moons original prices not set to 0..

#

If LethalNetworkAPI errors before or you see some typeloadexception error that could be the reason.

jolly bloom
# rustic hatch if you check the host console it should say something like *syncing data with al...

I guess i just did some minor testing but yeah i do see some logs in regards to that, infact... interesting behavour:

Player 1 hosts, player 2 joins -> player 1 has correct prices, player 2 has prices set to 0, shows in logs too from what im reading

Player 2 hosts without quitting the game, player 1 joins player 2 as client -> all the prices are correct on host and on client

In these logs specifically, around line ~16000-17000 is when i hosted and line ~21000 is when i joined as client

hope this helps at all in your journey ๐Ÿซก

rustic hatch
#

In line 17002 you can see the host receives notice from the client and sends data, so it seems the client doesn't receive or apply it for some reason. Can't tell from this log. You'd have to check client console at that time.
Later on this log when you joined as client it's as expected ofc.

#

it might be that if you've tried it again without changing roles of client and server it would have also worked. I think that's something I've seen before in other cases where something in the initialization of the first round after launching can cause issues that disappear on consecutive rounds.

jolly bloom
#

I have actually been seeing this with quite a few things recently. weather desyncs on load, moon destination desyncs between host and client when joining after quitting out to the menu after starting a round and loading the save. it messes with betterfogs auto preset as well, like host and client can end up with desynced presets. i think the most offending one was after quitting out to the menu after starting a round, then loading the save and the destination being set back to gordion but it didnt refund the credits used to travel to the moon before quitting, so got forced to go to an early game moon on a higher quota

i havent got any hard evidence of it and going off of pure suspicion, but its probably to do with dawnlibs saving system ? only because these problems were consistently non-existent before it. I havent tested with dawnlibs saving turned off though. and could all be compat issues too

rustic hatch
#

it might I don't know. The different moon and credits thing you might be able to fix if it's while using LMU. There's a setting in my advanced config section to turn saving the credits off. People kept asking me for it because the behaviour they were experiencing was the opposite where you could change moon, save, load back in, be at changed moon but have credits back.
That's because LLL saved your current moon on close which is not how the vanilla game works. So dawnlib might do this differently.

jolly bloom
#

that credits one could be this though, i havent looked like deep into it at all though

#

oh yeah i think you just said it lol

rustic hatch
#

yea that's it

jolly bloom
#

Ill look more into it when i get up, its sleepy time

rustic hatch
#

rest well

unique depot
#

This mod breaks with darmuh's terminal stuff installed! Here's a log from a file with both mods on default configs + the mod unlockonstart (to get money at the start of the game), all i did was start a lobby and buy rend

#

Moons don't unlock when you buy them, and also discovery mode doesn't do anything if you have that toggled on, not sure what else might be affected

viscid halo
#

I thought I saw my name on another mod release, and had to double check

neat bramble
#

i enabled the mod thinking they had fixed it but seems not

junior timber
dark citrus
#

as of today, the mod breaks navigation after 1 moon with my bigass modpack atleast. cant pilot to anything and it says you need to go into orbit when you already are.

gale / (thunderstore too?) code: 019bde68-d5c8-4758-1294-de528dcfdab2
the modpack has like 170 mods sorry

junior timber
#

Mine isn't doing that and I have 233 mods, so you must have a conflict somewhere very specific.

junior timber
#

@rustic hatch Any idea what could be causing the starting selection of free moons to be the same on every fresh save? All of them are unlocked in the bepinex terminal list but I always get the same triplet in a new session.

junior timber
# neat bramble do you have diversity mod?

I do. Just read up on that convo. I'm not using LMU until Core makes it compatible with Darmuh's updated terminal code, but this is really good to know, ty. It certainly explains why it's happening to me with Selene's Choice as well.

neat bramble
#

Yeah, I did a bit of a investigation and diversity changes the global randomness seed a lot (24 times in the code) in voice lines, map loading and other stuff

junior timber
#

I'm sure it's conflicting with all kinds of things honestly. The enemy reworks are too good imo, so it stays with posters and watcher off via niche tweaks, but hopefully Chaos is able to get around to that soon.

sand surge
#

@rustic hatch Hi, my friend said this mod could do a type of progression that I need for my modpack, but I was unsure by reading the readme. Thanks. I have the lethal constellations mod btw.

Basically I need the moons to be randomized between different constellations, but specific groups of moons must always be put in the same randomly selected constellation. Example is of this is the wesley moons, I need them to always be in the same randomly selected constellation for progression to work. On top of that I would also need a group of moons, like the vanilla moons, to always be in the same constellation and not be randomly selected.

rustic hatch
# sand surge <@224579946851336192> Hi, my friend said this mod could do a type of progression...

I'm not sure I understand exactly what you want to achieve. The behaviour together with LethalConstellations is that the constellations (set in LethalConstellations config) are your groups which are then used by some features of LMU like discovering a moon from the same group when travelling to a moon within that group/constellation.

Currently LMU never assigns any moons to a constellation. That is kept 100% as is configured in LethalConstellations. What LMU provides in terms of progression is randomly picking and unlocking/discovering moons from those constellations.

#

If I understand correctly and you want to have a pool of moons that are randomly distributed across your constellations I feel like that's out of scope and also creates a scenario where the things configured in LethalConstellations are not what's happening in game. If anything I'd reckon it would be a feature on LethalConstellation's side. Maybe you can task an AI agent to randomize your LethalConstellation config for you?

sand surge
rustic hatch
#

A rogue planet, also termed a free-floating planet (FFP) or an isolated planetary-mass object (iPMO), is an interstellar object of planetary mass which is not gravitationally bound to any star or brown dwarf.
Rogue planets may originate from planetary systems in which they are formed and later ejected, or they can also form on their own, outside...

#

In any case that would bring up a lot of questions how to handle that logically for both LMU and LethalConstellations. Like, what happens when you're on such a moon and it changes constellation, etc.

sand surge
rustic hatch
#

I see that but switching it up from run to run should suffice to get more variety in, no?

slate arrow
#

i mean, its not constellations, but thats basically how i have my thing setup in LMU.

every day (could be quota), the moons available change randomly... otherwise my group would play the same moons every time, instead they are forced to pick between 3-4 free moons and 2-3 paid moons each day (could be quota)

as we pay for moons, they become "free" for the future, there in making the "paid" options run out as our run goes on.

rustic hatch
#

v0.7.14
Brought back overriding LLL terminal moon page with DawnLib's version of it.
Does DawnLib provide something to customize/override that page? Like LLL has TerminalManager.onBeforePreviewInfoTextAdded. Was digging into API but couldn't find anything. Besides OverrideCost I find the other overrides (spawn curves, etc.) interesting. Any new mod around similar to LethalQuantities utilizing this? @coarse cove

coarse cove
#

There's nothing specific to modify the moons page in terms of a new look, but stuff like moon names etc can be overriden

#

I also have a mod, WelseyMoonsAltProgression under my profile with basic code to modify Wesley moons visibility

rustic hatch
coarse cove
quartz needle
#

Is thia getting updated soon? ๐Ÿ‘€

rustic hatch
#

So it seems like currently with DawnLib present:

  • the moons page is just the default not showing any changes made by LMU
  • price changes on dawnlib moons don't apply
  • technically routes are locked as intended
#

is there more?

rustic hatch
# coarse cove I also have a mod, WelseyMoonsAltProgression under my profile with basic code to...

I must be missing something. I was looking at your example (wes alt progression) and also at lunar config and the properties they are setting are read only on my end.. do I need DuskMod or sth?

For example in this simple test the cost setter is private

LethalContent.Moons.OnFreeze += () => {
    Logger.LogDebug("DawnLib Moons..");
    foreach (var moon in LethalContent.Moons) {
        Logger.LogDebug($"DawnLib registry ({moon.Key}): {moon.Value.GetNumberlessPlanetName()}");
        moon.Value.DawnPurchaseInfo.Cost = new SimpleProvider<int>(42);
    }
};
coarse cove
#

You also need to get the DawnInfo's the LunarConfig tag otherwise I don't pick up on changes to non DawnLib content

rustic hatch