#Lethal Moon Unlocks
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oh. well that's odd
oh right sorry I thought this was OpenLib one's, it's my bad
no worries, just dont wanna detract from the topic focus here ๐
Also big up to @rustic hatch as well, I love what you're doing with Lethal Moon Unlocks, very interesting mod
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?
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?
Got ya. Thanks!
Sorry, I've been kinda sick on and off. Umm, I guess the only configuration where I don't need to touch prices at all is if you enable only Discovery mode. No unlock or discount mode.
But I might still touch the price. Let me check that.
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
no worries, i super appreciate the response at all and appreciate your work on this mod ^^
but yes, specifically conditional pricing (when prices are set per-moon in LQ) seems to be messed up
the global price seems to update fine, but then it won't update to the new conditional price when you re-route
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
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)
ok, the starting moon thingy is still bugged.
Somehow, I got into the LAST moon of my modpack :,]
"aerona"
wich is not set on the whitelist
Still getting random moons on discovery mode on new saves and reseting the game :,]
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.
I'll do it in a bir
Bit*
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?
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
Story > Rainy weather, changing weathers comes from BetaWeatherTweaks by Mrov
Is there a way to entirely disable the mod's terminal changes to get back the LLL default moons catalog formatting?
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.
That was it, 1.1 Terminal moon tags needed to be enabled in order to have the font size, max tag line length and the override font getting changed, thank you very much, kinda making sense
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
is there a way to prevent this/is this a known mod conflict
i'm playing with lethalconstellations as well
hmm, last time I checked something was saving the planet you're on. I think it might even be LLL doing that. Did you gracefully end the session or did it crash / did you hard quit?
i quit to the main menu using the pause screen after it had routed to the new (after shuffling) planet
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?
wait, so you reloaded the save file and then it auto rerouted the ship?
that's really odd and not normal behaviour. is this from a host perspective? can you provide the host's log of that? it sounds like something goes wrong loading the save data. the clients request that data from the host when they join the lobby to sync it.
I can see about getting a log of it. You need a log from the player that is hosting correct? Will the log file generated by us resuming a file suffice or do you need a log file that contains a fresh start, quit to title screen, and reopening of the lobby?
from the host yes. both are fine i guess
Copy that, I'll hopefully have that today if not tomorrow.
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.
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.
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
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
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?
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.
installed lethal moon unlocks, like the idea of having moon sales
but I can no longer see the weather on moons
nvm, installing TerminalFormatter fixed it
I swear people never check configs
there is sooo much more you can do with pretty much every mod if you change the configs, but no
not everyone's a config fiend, let's be fair
yeah, I have turned into one true, but still. If you are having a problem with a mod, first thing you should do is check configs honestly. It's like instead of googling an issue, you were to just give up on something basic
that's a terrible analogy, I know. don't really know a better one
some peeps are just used to other types of modding like minecraft and shit where you don't do much configing outside of keybinds
it's like watching grandma install her 3rd toolbar
not trying to be mean, that's just the frustration I feel
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
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
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
that's good! and don't say that about yourself ๐
I just wish I logged it
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
LLL preview setting
gotta find those old messages
if I remember correctly, there was a bit more to it than that if you wanted it to show more like vanilla overall
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
maybe, I have it set to just prize since a while back so I forgor too ๐
it's just this
you can set it to other stuff but i like All
iirc terminalformatter does this by default which is why that fixed the issue for them
yeah, a lot of mods literally just override configs
that's more why I am against them. it just bloats up your computer space
I am a simple man who appreciates optimization
I don't remember how, but I got mine to show price while only having weather in LLL preview
there is a way to do that as well
(though it might be related to another mod)
thanks for being a dick and making assumptions about me based on two posts
as if the first thing I would do would be to check LLL's config after installing a completely separate mod ๐
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
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
Look if I didn't say it I'm sorry okay sometimes people have bad days and go off about things it wasn't even necessarily about you
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
well at least you're aware of it, just keep it in mind next time before you make an ass of yourself ๐
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
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
to get so rude
I match the energy you brought into it
don't counter argue my counter argument after already admitting you were in the wrong
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
move on, learn from it
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.
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
what, you want me to not have the opportunity to call you out myself
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.
if this is happening for you every time, please send me a (host) log. Maybe I can identify the issue.
i'm gonna be entirely honest, i tested this and all of it worked fine?
i assume something updated that was conflicting
but i'll post again if i manage to encounter the bug again
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
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?
Well, it won't matter since diversity is getting a big update/recoded 31st.
it seems like i'm unable to make embrion and artifiice visible while using this mod, is that intended?
any way to make gordion not show up lol
im o nthe mode that gives you a moon rotation every quota
gordio nstarts showing up after the first quota where it automatically routes you there
id be fine with it being there but its weird the way its the third there for no reason
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)
but its always the third apparently
id give you a code but its got stuff like lethalresonance so i doubt you want to wait for a few gb to install
so here's the mod/dependency list
if you can recognize anything
this mod is unhiding every other moon except artifice and embrion for some stupid reason
ive tried fiddling with the settings, yet nothing works
yeah i also had this issue lol
and if a moon is manually hidden, then it seems like it can't be routed to and is treated as locked
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
i forgot to say this but i already fixed it
lethal constellations was conflicting with it
go ahead and send me the code. I'm using like 300 mods myself, so I have them all cached
but thanks though
ohh, interesting. was it updated? I'll have to check. We should be compatible 100%
i am using discovery mode ;-; you can't change whether a moon is hidden or not while using discovery mode, even if it's a moon that's unlocked by default?
it was just a wrong config ๐ญ
a mistake from my part
oh, ok. thanks for lmk!
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
yea, there was a weird thing about the hidden vanilla moons. Unfortunately it's getting a bit confusing with 'hidden', 'unlocked' and 'discovered', so I'll have to be super nitpicky about the exact wording here.
You are hiding them via LLL config? That should be respected. They are showing up anyways for you?
What about that Gordion entry? That's also definitely weird.
gordion doesn't show up, but i am also using lethalconstellations, and gordion isn't part of any constellation
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.
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
and ive tried hiding thru both the LLL and constellations config
same for artifice and embrion, which will not show up even when toggled as visible in the LLL config and/or constellations config
can test it further or send code if you have any suggestions
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
I'll look into it
gotcha, thank you ^^
I think I can recreate this. Basically just hide a modded moon in any constellation via LLL, right?
019363c7-bb66-bdcc-5a61-c1b6a8f1f248
there you go
awesome mod btw
its not as flashy as a new enemy or a whole new moon but its a big game changer
this or even just unhide embrion or artifice
i was testing specifically with detritus from distinctmoonvariety since it's hidden by default (but any moon should work)
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?
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
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!
Please try again without DisplayHiddenRoutesAfterTravelling.
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.
They should be. Clients have zero random selection logic running on their side. They receive all data from the host.
Only thing I could think of is that clients for some reason didn't receive the updated data and were still on the last random selection..?
Hi xCore!
I hope everything is ok there
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.
Not really requesting compatibility or anything, I'm just leaving this just in case someone tries to use both mods :P
thats a problem with versionnine
that mod implements a lot of things in very unfriendly ways. its not meant to be used with other mods
Ik
Not sure what happened during last playthrough. I'm playing again with friends tonight so I'll be sure to test it out and report my findings!
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...
Here's another log from starting a fresh save:
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?
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.
Is this the moons pack you are having issues with? https://thunderstore.io/c/lethal-company/p/RosiePies/Rosies_Moons/
Yes
alright, let me have a look at some things in a testing profile with just this pack and lethalconstellations
not seeing any issues with modifying whether the moons from this pack are hidden or locked when using just LethalConstellations
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
Hmm
The moons unable to be seen are "Soreal", "Untitled", "Idiosyn" and "Penumbra"
Those moons cannot be seen in the moon page if use with both Constellation + MoonsUnlock
an option to force those moons to not be hidden would be great
another issue that i assume has probably been reported before that ive found, is that after getting fired/ejected/restarting a save while using discovery mode, every moon seems to be locked, entirely preventing you from routing anywhere
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.
I'm sure I must have some config setting wrong, but I've been combing through it for a while and I'm stumped.
If you think it's a config issue maybe share the cfg as well, might be of some use ๐ค
moon
unlock
lethal
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.
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.
Hmm, how many moons do you have? Communication between clients and host fails because messages are too large. I'll have to look into how this can be resolved.
A metric butt-ton
But I now realise the issue seemed to occur when a save was exited/re-entered without saving correctly, then future instances seemed to not have the dedicated # moons available in the terminal, and routing to new ones was visual but didn't work as intended. I think the issue was on our part and is okay now
When you inspect the log you've send me, have a look at the very last large table. You'll see that you've discovered every moon that's not ignored. The remaining moons are being ignored because they're either hidden (LLL_H), locked (LLL_L) or both (LLL_HL) in LLL config (or from other mods).
Ok, good to know. Maybe whatever the issue was caused the messages to grow to an absurd size as they've also doubled at some point during the log you've send me which is hard to imagine to occur naturally from LMU.
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),
wb @rustic hatch! For the things moroxide mentioned here feel free to reach out to me for help. I believe I [identified something I could do on my end](#1180739684654121091 message) to fix the first thing so you dont need explicit compatibility for another one of my mods
that said, the text this mod displays on the moons page for each moon will probably need that explicit compat so... sorry ๐
good news is I did add something for that specific situation for other mods to interface with
@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
Been a while since Iโve been in the thread, was the โfreeโ 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
nope :,]
@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
it's broken rn iirc, it's something specific compatibility needs to be added for iirc
Ok thanks!
Not to pile on lol, but I'm having this issue too atm. Trying to figure out rn what in LLL would be causing these hidden/locked ignores, as nothing else in my modlist interferes with moons in that way, and moon configs aren't even turned on in my LLLโonly interiors.
But yeah, nothing past the base selection is discoverable for meโnot vanilla nor custom moons 
Hello
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
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)?
@rustic hatch sorry to ping, i just wanna know if im doing something wrong
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?
works with wesleys moons?
'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.
should work, yes.
mod name?
I assume you want to use LQs functionality to change moon prices depending on the moon you're currently on?
To do that LQ overrides the prices very often which is why it's problematic. Probably have to postfix their function to make that work
for?
the terminal moon thingies
If you're referring to the tags like [NEW] they are from my mod but disabled by default @rigid root
that's also me (and LLL). I think you have to enable tags tho.
You can also achieve this with TerminalFormatter.
and enter preview all in terminal
Oh!
Hello xCore!
hey there
I see LLL has added a new field to reflect its settings. So.. rejoice! maybe?
I'll take a look this weekend
I also have to look into updating compatibility for LethalConstellation, right?
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?
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
is lll a seperate mod
yup, and Darmuh'sTerminalStuff new MoonPlus screen
When you're using any custom moons you have LLL already
ok but whats the config called
LethalLevelLoader
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
how do i check it in my mod manager (sorry im stupid)
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?
I also saw LLL added a new field.. IsRouteRemoved
Would it be difficult to add a setting to guarantee the cheapest picks? Or make the chances of not picking the cheapest moon astronomically slim by raising/removing the cap on the cheapest moon bias config? I don't want it to be able to pick the later moons at all until, well, later in the game
2 is already really aggressive. Considering the vanilla moons and their original prices..
the sum of all prices is 4300. With a cheap moon bias of 2 this results in the following weights assignments assuming all moons are available for selection
price of exp 0 -> 73.960.000
price of ass 50 -> 29.584
price of adam 200 -> 1.849
price of rend 550 -> ~244
price of arti 1500 -> ~33
If you really wanted to I think you can manually set whatever value you want outside of the recommended range
You can check the weights being assigned on debug log level (Player.log)
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 ]
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)
Plus all the GenericMoons locations
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
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
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
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, ..
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
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?
Cause last time I checked in r2, there was a slider bar that wouldn't let it go over 2
Yea, the slider won't but you should be able to just manually enter a number. If r2 doesn't allow it, try opening the config file with a text editor
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
Awesome, I'll give it another shot when I get off work, thank you :>
so far I have only really modified IsRouteHidden with MoonsPlus for certain config setups. I haven't noticed anything inconsistent with that. I believe I first started working with LLL at version 1.3.13
yes this was added by batby after I asked for a way to see if a moon is disabled in LLL's config. I ended up not using it in favor of this though (which just does an inverse check of what LLL does when it disables the moon's route) https://github.com/darmuh/TerminalStuff/blob/1263f9a12e80aaad0acce00c51555927fc411ac1/DarmuhsTerminalCommands/Compatibility/LLLCompat.cs#L52
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)
ok, so i got it working how i want now, but it seems like if i ever leave the game and come back, it stops giving me moons after quotas
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)
That's odd and should not be happening. I have a guess tho.
Can you please provide me the Player.log file of the session where you loaded a save and the 'giving moon after quota' failed?
Also please try to reproduce this on a fresh save that is created with your new moon prices. You did change the moon prices, I assume?
It's supposed to reflect this setting then?
I think at some point disabling this locked the route (from a player using the terminal pov) so I assumed it's just setting IsRouteLocked which I quickly found out was not the case. Not sure if I'm recalling this correctly tho. It's been a while.
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.
yeah that setting does not change the IsRouteLocked property unfortunately
this was when I figured that out
#1193461151636398080 message
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 :)
Yeah, 1, 50, 100, 150, etc. Ill have to get that file to you later but I did already go out of my way to reproduce this issue
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?
so far I'm aware I need to update your public additional info field for moons plus compat. What has changed for constellations?
%userprofile%\AppData\LocalLow\ZeekerssRBLX\Lethal Company\ folder (copy that, press WIN + R, CTRL + V, Enter) for the Player.log. I can probably tell what's up from the log.
@dapper tusk sooo.. I might be blowing up your moons page ๐
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.
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.
here's the player log from the last session where it didnt give me a new moon after the quota
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
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
wha
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?
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
It shouldn't. Sure
that's so wierd
it may be another mod as well. Just a first guess
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
Sure. I was already looking for typically conflicting mods in the log but a list is easier. maybe I can spot something.
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
while I'm looking at your profile..
when you start a fresh save, does the table also look like that?
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
let me start a new save and check
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
exactly. I think currently it's not possible to unhide them because they're vanilla moons but I have a solution for that in my next update
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
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.
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
Yea, I just played a quota on your profile and I'm seeing it too.
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
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.
does this work with wesleyโs
iโm assuming thatโs the whole point but i still wanna ask lol
hmmm yeah, definitely not the best looking. I'll try and think of another solution in the future but for now this will prob have to do
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
i thought this mod unlocked wesleyโs moons ๐
it should work in it's base configuration. If not lmk.
I'm catching up on some stuff that happened in the last couple of months. Some things are broken rn but baseline should work.
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.
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.
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!

I'm glad you figured it out but damn it's just completely broken lol
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 ๐ @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
Nuh uh I wanted it fixed >:(
I didn't like it >:(
it is fixed..?

lol nooow I see it. just tagging here for whoever the change is relevant for if I can remember or find it.
Not related to the comment on this particular changelog but you're free to interpret it as you see fit 
yay
HEY you removed the other person and called me filthy >:( 
Does this now work with Wesleys Journey Moons?
I went back in time to locate another one of your type and tagged them as well so you can be filthy together ((:
In the process however I stumbled upon this undeniable footage of me proving that I've been with you in the filth corner all this time 
#1264314686170730688 message (well, kind of)
somehow this is a very frequent question right now. I wouldn't know why it doesn't work but I'll test it right now.
does his all in one pack have some sort of moon progression now?
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
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.
Do you happen to know if without LMU anything about the wesley moons prices would change?
I might be able to add an option to exclude moons like wesley's from most of LMU's logic so they can run seperate. Basically the opposite of override options. So they could bot run separate.
Their prices don't change.
Use Moon Plus from Darmuh's TerminalSuff, it changes the value to 0 after buying
But yeah, some moonprices mods are not working on Wesley's Moons
Please do not. He will unlock his moons soon but they are specifically made that way so people can go thru the roguelike adventure without others spoiling stuff. Its not the same as just moons hiding themselves its basically a new gamemode and I dont think we need an armsrace about it. Let JLL's locking feature be its own thing.
LLLโs* ๐
Fair 
Everything is starting to make sense lol. That is why LLL is now saving hidden and locked properties to savefile ig.
Was done before that release but yeah
yea i've not been around since september or so
Wesley just the first major release to fully use the feature to this extent
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.
Well, if anything I'm afraid I'm breaking it. I assume any moon unlocked by whatever means I would at some point restore to it's original state of being lockend and hidden.
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)
ohhh yeah that's fair. I guess I assumed you'd want moons routed to by these mods to be considered unlocked. I can definitely add an event for when a moon is purchased that you should be able to listen to. And speaking of the moons menu, I think i'll probably change it to be more like storeplus where there is nested menus. Maybe I can dedicate a section to LethalMoonUnlocks?
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
btw fyi for everyone who sees this, this is a configurable setting that you opt-in to
ok so, do i need to go in and make use of this advanced config to fix the discovery mode break, or is it fixed by default when i update the mod?
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 ๐
Iโll let you know whenever we test things
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.
It's all good. Jacob patches me to entirely prevent me from changing stuff for wesley's moons. So unless users are like me and have a deactivated JLL in their profile, it's fine. Nothing is spoiled ๐
@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
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.
yeah we can talk about it sometime. just an fyi in the next update there already is going to be a config that disables this functionality entirely
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.
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)
I totally get that and where you guys are coming from with this. I don't mind it. Oh, and you also didn't break anything nw.
If anything I would have liked a quick note. I personally didn't struggle a long time looking for a bug or incompatibility that didn't exist but I imagine someone potentially could which would result in a frustrating situation.
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)
Sounds awesome! In the meantime I'll just do very small tags and see how it goes.
Patching LMU to disable locking is reallly dumb imo
You donโt 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 donโt need consent
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.
You can assume they are changeable by any mod
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 thisโll sound like a capout answer but we kinda just forgot to let you guys know honestlyโฆ 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 weโll try to communicate better in the future!
Whats the conversation tho
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.
Yeah Wesley likes to be mysterious (which did give me some headaches too
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 ^^
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.
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)
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.
Itโs secret in the context that users wouldnโt 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
Itโs cool that darmuh is down to do some sort of API solution for this mod but you know you canโt actually control this community wide right?
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)
You probably didn't mean it but I really dislike how you quoted me there
that is not how it was said
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
yeah sorry, I'm actively in the middle of a game and trying to reply to things.
Just to be clear, I was only taking issue with the way things are/were being communicated. I understand why you went about things the way you did and you don't need to defend your actions to me. I really don't want to talk in circles so i'll just leave it at that. Especially since this isn't my thread
btw I should clarify this is @rustic hatch's mod thread and the API stuff was mentioned by them. Though I wouldn't be opposed to something we could all work with for a common solution
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?
Basically yeah. Since there are ||26|| moons in total + Galetry (a company building) its definitely gonna be tough to keep up with the quota esp. ||with all the hazards in and outside etc.|| and since generally people dont have the mindset to play the game in this way it'll take them a bit to adjust and dwelve into the whole roguelike endavor.
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.
I like that. Hardmode :]
is it possible to hide moons while using discovery mode
so that they remain unlocked just not listed in the terminal
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 ๐
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
@rustic hatch could you accept my friend request that way we can dm?
(you said I could dm you earlier but Clyde disagrees lol)
umm, I can't see it. let me try to add you
yup, clyde claims we don't share a server lol
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.
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
the next update for wesley's moons will come with a config to turn it off already
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)
If ya'll need any more info on my end let me know
I want for the player to discover a specific moon after traveling to specific paid moon. How can I do this?
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)
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.
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.
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.
please, add a config to disable that
In Wesley's moons we go to Galetry, and it's kinda annoying going immediately to company
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?
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..
Yes, I'm basically rewriting the entire text next to the moon name for my terminal tags. Since moon prices play such a big role in LMU I figured I add it to all the preview types similar to what other mods like TerminalFormatter do.
I guess if the terminal tags, terminal font size and scroll amount settings are disabled I could stop messing with it entirely.
I don't think I'll have that issue since I have new day discoveries disabled. I just have it set to discover on new quotas.
Are you saying that if all those are disabled, it shouldn't be messing with it, or that you could add something the stops LMU from messing with it IF all those configs are disabled? If it's the latter, awesome. If it's the former, it still messes with it lol.
any screenshots from how this mod looks? It could be really intresting!
The latter ๐
There are screenshots of the terminal on the mod readme page. There's also a video here somewhere. It's in a different context but showing more of what this mod does or can potentially do. I'll try to find it rq
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.
@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
@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
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.
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
Nvm, looks like the GI dev has a fix in mind 
nvm i think the public stuff should be able to remain the same, just lmk what you're already using when you get a chance so I can be sure
hey there. so far I'm only setting additional info. I made the string that I'm setting much shorter but haven't actually checked if that resolved the alignment issues it was causing.
interesting. thanks for letting me know.
I should probably come up with a better way of detecting new quota. The current method has proven several times to be kinda whack
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
we have to wait for next update to wesley's moons to use my stuff. Then it will work.
which update?
what breaks exactly? TerminalFormatter and LMU were working together fine in the past I think
Next update of LMU stops messing with the terminal text entirely when you have tags disabled so that should definitely fix it for you.
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
the spaces are really long in one spot, pushing things to the next line
ah. do you know either when that update might be, or any alternatives that do currently work?
Soonโข idk sorry. I don't think there's anything else rn.
interesting. afaik TerminalFormatter extracted the info from my text and reformatted it. @lusty cobalt did anything change about that in the last couple of months?
I'm only reserving 7 characters wide for risk name on my end
in the meantime you may try my font size override. It might resolve the ugly line breaks when you reduce the size
honestly I don't remember if I implemented it or not, I remember that the thing I got at the end looked bad
there is something in formatter: https://github.com/AndreyMrovol/LethalTerminalFormatter/blob/main/TerminalFormatter%2FNodes%2FMoons.cs#L186-L198
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.
to get my tags you could match the preview against this regex (?:^.*\*(\s.*$)) and access each tag line via group members array
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
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?
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
yea, there's a global config toggle for all the different terminal tags which is disabled by default
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
hmm, ok. I periodically print a table of all the moons and their stats. You can easily see if it was on sale there (info level). Just before there's also the price calculation for every moon (debug level).
logs say that Black Mesa is on sale:
[Info :LethalMoonUnlocks] | Black Mesa | 395 | 0 | 0 | โ | Never | 21% | 500 | โ | - |
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
the code you sent has tags turned off
oh 
I believe I am using the standard BepInEx way but I'd have to add support for LethalConfig explicitly, no?
no, LethalConfig looks at the config file that is integrated into BepInPlugin er, BaseUnityPlugin
sorry I wasted your time on that, I misinterpreted what you meant by global toggle
normally unless you really need to, it's best not to construct your own ConfigFile (although I would imagine there may be a way to register such a file to LethalConfig if necessary)
All good.
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
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
well, at least now I know why it felt so awkward doing it like I did at the time lol
will be changed in next update. Will also migrate all settings from existing legacy config files.
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
oh the migrating part is super easy. I just bind every setting from the old ConfigFile before assigning the BaseUnityPlugin.Config and binding them again. The old file I don't delete but rename. Just to be safe
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
but yeah, binding the old config if it's present sounds like the most convenient way
just to get the values loaded into the properties of the class
oh yeah you mean passing it off to your static class, sure
yea

wesley's moons has updated, i await the discount mode being functional
Did JLL also update? There should be no update required from my side for discount mode to work
ah i see
That being said I have a update prepared and will probably release it later today. Just need to tidy up changelog and stuff
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.
This is with wesley's moons, yes?
It's something I had discussed with jacob. In the current version any changes to moon status only take effect when a new day starts.
This is already changed in LMU's next update so they apply immediately. I didn't realize it's live already. I would've pushed the update already. Sorry for the inconvenience.
Now, for the latter, can you elaboarte further? This might depend on your LMU configuration.
@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.
- Your config is automatically migrated. Just in case a backup is created (
- Moved Story Lock/Progression config settings to their own section under
6 - Advanced settings.- If you previously enabled
Vanilla Story Progressionit may reset.
- If you previously enabled
- The moon preview text in the terminal will no longer be replaced when
Display Tags in TerminalandOverride Terminal Font Sizeare both disabled. @pale panther UnlockManager.TryReleaseStoryLock(string, bool=false)was extended to support showing a generic alert message on releasing a story lock.
it's only until you take off
should be fixed in the new version then
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)
this is the config i am running, im really only using the mod for the random moon sales (and auto company route)
What did the alerts read? They're probably not from LMU.
Can you send me your log? It's in %USERPROFILE%\AppData\LocalLow\Zeekers RBLX called Player.log
Or maybe you can tell me how I can reproduce it. Like, how do I unlock the first of wesley's moons? The free moon is Asteroid I think? Where do I find the tape?
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
the alerts are definitely caused by this mod since removing it made it alert the second time only, as intended
(well, at least the first one, the second one is intended)
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
yeah something is def broken
good thing I have a player.log!
Basically just put the tape in on galetry and boom
unable to unlock the moon on said tape
thanks for the log. I see the issue
pushed an update rq. hope this helps. will have to sleep now
You can also grab it here before thunderstore has it live
I tried again with 2.2.2 and the hotfix didn't do anything from what I could tell.
Hmm, ok. I'll have a look after work.
I think 2.2.0 works just fine for story moons except for the visual bug between unlocking a moon and starting a new day
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.
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.
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
The error is thrown in a openingDoorsSequencePostfix. LMU doesn't touch that.
Do you see other errors before this happens?
Additionally I think there should be an option for discovery mode to make moons locked behind story permanent discoveries, which would immediately and permanently add them to moon catalog. In that case ofc the original alert can be kept as well.
@rustic hatch Thank you for the journey compatibility! The discount mode worked on Wesley Moons last night!!! ๐
mhm, i figured out that it was the Gold Scrap mod. weird stuff dude!
You're welcome! Glad to hear LMU adds to your enjoyment of the game.
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.
Try adding them to both override lists (hidden and locked)
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.
So if I understand this right, adding Duckstroid-14 and Galetry to the hidden and locked override lists will cause all other moons to be unlocked/not hidden?
Yes, but not generally of course.
The overrides refer to the default states. So for example if you wanted Embrion to stay hidden like it normally is, you'd have to add it as well.
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.
Just a followup, but it seems to be working the way I'm looking for now. Experimentation was whitelisted, Duckstroid-14 & Galetry are on both override lists. It properly starts with experimentation as the only option, ran Q1 and got Embrion which shows in the terminal, ran q2, and got Cubatres which now shows in the terminal.
As long as LMU no longer considers those two outliers at the bottom as eligible moons to unlock, I think we're good.
I should note that the above picture was a new save file. Galetry's content configuration was set to true and "Is Level Registered in terminal" set to false, but as seen in the screenshot above, it's still on the LMU list. Had it not been for the overrides you suggested, it would still be an eligible unlock. Possibly an LLL issue?
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.
Hello!
Players on my modpack are reporting that moon unlocks are not being shared correctly through all the players.
I'm going to do a more detailed test soon, but I'm reporting this just in case.
can anyone give me a guide on how to make my own progression?
from a dev or user pov? also, what's your goal?
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
afaik as a user it's not possible
you can try adding some progression by setting up higher prices on scaling moons
aw man
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'
just to let you know, the progression system on wesley's moons doesn't work with LethalConstellations
๐ฆ
What's the issue there?
it automatically unhides and unlocks all the moons, it doesn't matter if it's locked or hidden
so even if a moon should be locked behind story progression, it would still show when changing to the constellation it's part of?
i know this isnt an issue about this mod but why cant i play?
I'd guess there is some other error before due to which something didn't initialize properly causing you to see this later down the line and breaking the game.
yup
k. noted
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.
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)
i have like 63 moons and there are always 4 repeating apart from other randoms
I had this issue for a while, it was because I had cheap moon bias turned on in the config. don't know if that's your issue?
as soon as i turned that off i started getting moons from the full price range
i have at the start 4 free moons and one paid
ah I see, weird
can i see your config?
sure! im away from my pc right now but I'll get it to you a bit later
Tyy Will look into it tomorrow, I asked you because idk why but I still get the same moons
I'm having an issue where my moons are way cheaper than usual and I've disabled all discount related fields
nvm it was anohter mod, heheh
idk i still get the same repeated moons at start
but shuffled
free moons tho
@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
Please send your full log of a new game start. I can probably tell what's going on from that.
It's in local app data, zeekersRBLX, Lethal company, Player.log iirc
ok, will do it later when I get in the pc
I can share the modpack later too if you want
Log / Config / Modpack
it is possible that it picks the moons with least difficulty?
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.
I can only see 19 free moons here.
It doesn't appear like dynamicmoonratings would be causing issues here buy maybe try with it disabled..? Just because it does 'moon things' and runs it routine right before the selection.
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
I am so sorry I thought I had more free moons, I made a list of the moons on my modpack and they were a lot
But anyways it always gives the same 6 ones
Ok
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
I will do this today and send the problematic mod here
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
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
hmm, interesting. Thanks for sharing your findings.
In the custom moon group matching config, do I separate moons with comma + space or just comma? same with "|", is it "|" + space?
Should not matter. Spaces next to separators are ignored.
gotcha, ty :]
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.
ah, didn't know they're also doing moons now
then i left the moon and oxyde dissapeared from the moons list
@coarse cove hey there. if you care to add explicit compatibility for oxyde moon and LMU, everything you need is in my v2.2.0 changelog https://thunderstore.io/c/lethal-company/p/explodingMods/LethalMoonUnlocks/changelog/
doing so should make both work together seamlessly. I haven't looked at your new stuff myself tho.
It's just 1 moon, a special moon that you can sell scrap in there
Uhh what's the compat for
to make your moon unlocking mechanic be compatible with this mod moon unlocking mechanic
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.
ic, yeah i can maybe do that later then
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?
@rustic hatch Does this fix the desync of moon unlocks with Wesleyโs moons? When leaving save and rejoining sometimes the clients are unable to see the moons that were unlocked.
^ in regards to that btw, im the host, so my issue isnt a client issue.
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||.)
Hmm, are you referencing two scenarios one with one without LMU? If so, I'd assume it can help, yes. LMU keeps track of the unlock/visibility state and reapplies them every round.
Or are you saying there's a desync problem with LMU?
ah, ok, it was suggested it might be because of that, but, i figured if discovery mode was on, then all moons would follow that setting (ie... hidden and not discovered until you do discover them, meaning they cant be routed to until discovered)
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?
yes
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
That's how it should work, yea
ok cool, ill let you know if i find out otherwise, thanks ๐
can confirm the ovveride stops me going to aritifce! ๐
looks like the setting resolved everythign cept one feature the other mod covers, so i guess im stuck using both still ๐ (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)
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?
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)
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
thats fair, just thought id ask, as i didnt know if it was a feature in your mod too ๐
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)
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 ๐
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?
Line 2200: [10:49:52.3534649] [Info :ProjectBots.MoonUnlockUnhide] StarlancerTero is now routable as starlancerzero
yup
Hmm, yeah idk why it would not work rn. LMU is not touching Terminal keywords.
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 ๐
Well, I'm glad it's not my fault ๐
If you check your log and the unlockunhidemod awakes/loads after starlancermoons does, that may be the issue
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
yeah, a new save changed nothing, so its 100% broken xD ill report it to them ๐
Without lethal moon unlocks when I unlock wesleys moons as host and re enter a save the clients are desynced as what they can see.
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.
It should help with that issue.
Of course if you disable everything I'm 90% certain it won't do anything for you. You could of course try to mangle it by enabling discovery mode and setting free and paid moon count to 999. Should work.
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.
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
Can't check right now but I think in terms of moont count limits they're seen as normal moons
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)
couldn't even whitelist the moon to be unlocked by default for some reason
whitelist worked for me when i tried it using the name.
That's strange
If by disabled you mean unticking registered in terminal (so without LMU ingame it would not be routable) then they are ignored, yes.
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
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?
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.
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
Are you sure? This didn't seem to be the case for me, sometimes it would start the start off on a moon I'd unticked terminal registration on and softlock my lobby
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
ok, this looks interesting
Would sending a code help?
sure
that is exactly how it should work and how I tested this feature
Your formatting looks correct at first glance
So this is interesting because it prints the group name. What LMU should do when it attempts to do group matching but fails is to fallback to choosing a random moon and not print the group name.
Can you give me a log of that scenario? Player.log preferrably.
I'll have a look at it later
alright, lemme re-do the process
in the meantime here's the code
019880a0-9c1f-dd44-e9eb-4d17766b79b0
where would I get that?
I only have this one in the BepInEx
It's in C:\Users\user\AppData\LocalLow\ZeekersRBLX\Lethal Company\
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
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.
so would disabling this fix it or?
Disabling this will just select a random undiscovered moon.
Optionally using cheap moon bias.
hmm
so how could I make it so a moon of the same group is discovered upon completing a quota?
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.
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
What should happen after Titan or Kast?
Well I assume there'd be a fallback for when there's nothing else in the group available to discover
But in the pack I'm making you're not really supposed to make it past the third quota
There is I'm just trying to undertsand your 'flow' so to say
Oh ok ok
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
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?
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?
Possible but it would require me to add it to save file in case one save & quits on deadline day.
hrmmm
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
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
Only thing I can think of is to force-route the player to the company building to prevent cheesing like that
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!!!
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.
Right now that's your best bet, yeah. Either new day or travel discovery and have the moon available but restrict/delay routing by its price.
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.
yeah that would work probably!!!
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
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?
Currently. no. More features and settings around discoveries on new quota are planned.
I'm not sure rn but the issue may come down to a flaw in the logic when the current moon is matched against the group. I think when multiple groups match I select either a random one or just go with the first match.
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.
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
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.
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.
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
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 ๐
Just to clarify, you want the moon you de-registered in LLL "blacklisted" in LMU so it's not in the available pool for discovery mode unlocks?
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
i was led to beleive it already does it automatically, after all, its not registered.
I can't recall the exact name of the fields atm but it's the two override fields near the bottom of the LMU config. You'll need to add the moon's name to both those fields.
I can paste a screenshot of them in a bit
yeah I have the same problem
shouldent need override fields imho tho, if its not registered, its not installed effectively x.x
ye
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
I totally agree that it doesn't make sense, but it works.
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.
Here's a copy of the LMU config from my modpack just incase you want to cross reference other settings.
oh no i understand, thanks for providing the information, im just pretty sure there was a conversation that suggested LLL deregresting wouldent lead to moons appearing. I will try that, because the moons i disabled have no interiors configured, so selecting one would be a disaster ;D
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.
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)
I remember that oxyde was reported not working with this mod like waaaay back ago but I don't remember if they fixed it
theyre just now fixing it i think
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
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
havent seen them before, dont use lethal constellations xD
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
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.
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
sure, will do, just reported this error as it felt unrelated, tbh, i forgot about LLL being busted xD
sure, no worries
@everyone
v2.3.0
Added
- Dynamic compatibility layer for LethalConstellations
- LethalConstellationsExtension is now shipped as separate
.dll
- LethalConstellationsExtension is now shipped as separate
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
even in a thread, the everyone ping would have pinged EVERYONE if we didn't block it, goober
you're looking for the [here] ping to only ping people that can see this thread
Anyway, I released you from prison
Even the here ping is super inaccurate tbh
Yeah i swear even in a thread it still basically pings everyone
Otherwise a command could be made to ping @ here if they are thread op
Sorry for the ping ๐
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
do I have to repost that message or was it only the ping that got blocked?
Message still here from what I can tell
yup
@silent @slate arrow everything should work. lmk if you're having any issues
Ayyyy welcome back!
thanks for the update
will do. thanks โค๏ธ
uhm...
do you know the mod is down, right?
https://thunderstore.io/c/lethal-company/p/explodingMods/LethalMoonUnlocks/
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
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
I'm pretty sure there's been progress made on that front but you'd have to ask in dev general or something
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
ye
I'll rollback the change and depend on this for the next version. This one should be working for now
i just opted to use manual hooks instead of MMHOOKs
I have to interact and use types from darmuhs mod somehow.
icic
There's a way probably but doing it with reflection sounds painful idk
Unable to buy moons
I bought vow, and it didn't finished traveling, it got softlocked
you dont have terminal stuff in your profile right?
yes, I have it
hmm that's odd then
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
aleady had it
yea try that please
maybe the type changed and I'm referencing the old version..?
prob, it also got updated recenlty
you od have lethallevelloader right?
thats the only soft dependency i see terminalstuff referencing
but yeah ig its not terminalstuff
what code is even errorig?
this
Contribute to YoBii/LethalMoonUnlocks development by creating an account on GitHub.
specifically the MoonInfo type ig
also, with this and HighQuotaRebalance it doesn't even let you open the terminal
https://thunderstore.io/c/lethal-company/p/MikuOreo/HighQuotaRebalance_Beta/
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)
I'll let them know
yea, it's fine without terminalstuff. just checked
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?
I added compat but I'm not sure if you're gonna need smthn more, cuz it's a moon that isn't registered via LLL anymore but a new lib, DawnLib
ohhh, I see. Yea, I'd definitely have to look into that. Does the API have support for hiding/locking moons?
Yep
Was LLL abandoned generally?
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
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
discovery mode, set to have some moons unlocked, then after X days, unlock 1000 moons...? that might work, wouldent know what settings to use, but i know i had to reset a save when i was first setting up my settings because i accidently had it unlocking extra moons every day. (i wanted 6 on rotation :))
The configs limit you to only up to 10 moons unlocked at a time sadly, maybe there's a way to circumvent it
ask for the configs to have looser limits, from my experience if a config has a limit, even if you manually change it, it gets reenforced by unity. I was using a mod on another game to make something bigger.
normal size was 1..
the mod started at 3 and went to 10.
3 was huge.. so i tried to put 2... but it reset to 3, because 3 was the minimum ๐
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
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
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
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
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)
i mean i think there is a story unlock mode in LMU?
but i dont know how that works
@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.
will try
@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).
even if you do it when a save is loaded, players late joining wouldent see it, better to decide what moons are shown when terminal moon page is opened ๐ฎ
players joining late get the data from the host. After sync all of them apply it including the host. Are you referencing the 'catalog updated' message that's printed in chat / as alert box? From the top of my head I don't know when that is triggered tbh. I think it's just on new quota or new day.
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.
new day/quota depending on the setting, as i say the moons are selected then, but if you reload a save, its not loading that information, its only really when a game is loaded there is an issue, i was just saying it would cover all possible bases if it just loaded the information whenever the terminal was opened, but selected the different moons as it is right now.
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.
Alright, I'll definitely look into it then
yeah, thats exactly it, on the first day after a reload.. if the catalog doesnt update (moon we are currently at is in the selection? i d k).. then usually we can see all the moons, even though we have limited it, and we can then pick every moon.
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.
created the issue
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?
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 ๐ญ and the screenshot.... march 8% off ? hmmm... but its affecting psychsanctum and not march ?
what is lunar? mod needs updating for dawnlib moons probably
probably errors out at some point. check console or logs
a config mod that let you change everything moon/interior/enemy/scrap wise
oh damn, that's a mod I always wanted to make or would have loved to have. Need to check that one out
Did some testing and finally found that it's either DawnLib itself or CodeRebirth. Something is overriding the terminal
yes LMU is lacking compatibility with dawnlib for now
Ah gotcha, good to know
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
also good to know... only using quota discovery unlocks so i guess the only issue is non-hosts having moon prices set to 0 with my setup
That one I've got no clue about, we didn't even get into testing multiplayer compatibility last night before I had to go to bed
I test... alone in LAN... my road... lonely... ๐ฌ
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.
Thank you!
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 ๐ซก
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.
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
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.
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
yea that's it
Ill look more into it when i get up, its sleepy time
rest well
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
I think I met my doppelganger
I thought I saw my name on another mod release, and had to double check
this is the same after it's new update
i enabled the mod thinking they had fixed it but seems not
Hm hm, I've played around w/ the configs a bunch, you simply can't combine LMU and DTS at present. You'll have to just stick w/ terminal formatter for now and hope for compat patches on either end.
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
Mine isn't doing that and I have 233 mods, so you must have a conflict somewhere very specific.
@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.
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.
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
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.
@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.
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?
Okay no worries, thanks.
The reason AI thing would not work is that it needs to be random every new quota
ohh, per quota. didn't catch that.
may I ask why? Like, are those moons supposed to be like rogue planets thematically?
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.
Well currently I have it that itโs the same set of moons in every constellation. The starter has vanilla moons, then all the other moons are distributed across other constellations. This is good but it gets annoying because itโs always the same moons in every constellation, so it would be cool to have it be randomized.
I see that but switching it up from run to run should suffice to get more variety in, no?
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.
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 hasTerminalManager.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
LunarConfig does use DawnLib to modify a lot of everything yeah
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
soo if I were to put a very long name would it truncate or print on terminal exactly as is?
cause I have tags I add to moons like this
It shouldn't truncate anything
Is thia getting updated soon? ๐
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?
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);
}
};
You need to publicise DawnLib
You also need to get the DawnInfo's the LunarConfig tag otherwise I don't pick up on changes to non DawnLib content
I had no idea this is a thing. Isn't that like.. potentially annoying to you when I'm by default ignoring all your access levels?