#Lethal Moon Unlocks
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yep, you're not entirely meant to be editing it but i recognise the usecase enough that publicising it is doing this intentionally
its more so to prevent someone doing something accidently they arent meant to
omw to unintentionally mess up some lib internals
:p
is there any content that does not end up being registered in dawn lib? As far as I can tell all vanilla moons and also LLL exclusive moons are there.
I'm thinking I can completely move from LLL to dawnlib
uhh i think everyone gets registered in dawnlib
everything*
if you find something that doesnt, then i gotta fix that
i think i even register LLL's terminal commands
on the terminal shenanigans.. any way I can skip the route confirmation node entirely?
rn to hide and lock a route I'm setting this as PurchasePredicate in DawnPurchaseInfo new ConstantTerminalPredicate(new TerminalPurchaseResult.HiddenPurchaseResult().SetFailure(true).SetFailNode(myFailNode));
Would prefer to immediately go to myFailNode while still keeping it hidden on moon catalog ofc or maybe even ignore that keyword like it doesn't exist
Hmm, probably not, you're saying you locked exp and you type exp and it still requires you to type confirm to tell you it's locked? Just making sure
Exactly, yea
Are you sure? Can you do me a favour, download coderebirth and try to route to oxyde, does it still go to the confirm?
I swear I remember it not doing that
I might be schizo
same thing. disabled my mod to make sure that's not it. asks for confirmation to then go into 'coordinates not found.'
Damn I guess I'm schizo
I'm unsure if I wanna change that behaviour specifically but I'll look into making it so you just get denied from viewing the node itself
I'm having issues with the scrolling when in the moon list
whenever I scroll, it skips over a couple moons
and I looked in the config
I changed the terminal scroll speed to 1 to hopefully resolve the issue, but there was no difference even after restarting my game
Yeah it's a known issue. My patch in the current version on TS is overwritten by a patch in LLL.
Will be fixed in next version. Maybe until then TerminalFormatter helps
would it be possible for me to switch to a previous version of LLL?
Hmm, I don't know when this was changed in LLL. hold on
looks like this commit added the patch to LLL
alr
so try a version before Dec 19? (i have no idea if this is compatible)
I'm testing out the TerminalFormatter to see if that works
I think the TerminalFormatter is also getting overriden by LLL
because it still appears to be doing the same thing
yea, only the formatting itself might help. You can try to minimize the number of lines added by LMU tags, increase the tag line width or disable them entirely.
oh the font size setting I have should also help. try that
ok, I'll see if those end up working
yea, I chatted about this with paco before. Will be fixed from my side in next version.
Any rough estimation of update time?
ideally by Friday. if not, it's not gonna be for a while.
v2.3.1
Added
- DawnLib compatibility (soft dependency):
- Moon visibility and pricing are applied via DawnLib APIs when DawnLib is present.
- LMU terminal tags are injected into the DawnLib moon catalog.
Changed
- LethalConstellations extension is no longer shipped as a separate
.dll.- Merged back into the main assembly as a concrete class.
- No more TypeLoadExceptions on my side. Let me know.
- Updated LLL reference to v1.6.8.
- Terminal scroll amount is now properly normalized giving consistent behaviour regardless of catalog size.
- LLL's own scroll prefix is unpatched when LMU's custom scroll is active.
- Config description updated to clarify behaviour.
Fixed
- Embrion story unlock condition no longer triggers before the bestiary entry has been read.
I stripped down the update to fix the compatibility issues and minor stuff to push it out now. Didn't test it as much as I'd usually do. Let me know if there are any issues.
Nicee. do you ever plan to make unlocking consistent? E.g., trying to only unlock 3 moons per quota would still unlock 2-4 due to the randomness, or 2-3 if they were grouped in groups of 3 rather than just all of them in the group, which is kind of frustrating
Hmm, so if you set min and max count to 3 it's not always 3?
That would be a bug.
When using grouping without fallback you should be able to just crank the count and it should always do the entire group
It has been a very long time since i set it up, ill give it another whirl when i get around to it and get back to you
thank god, the terminal scrolling has been driving me nuts
is there any option to sort moons by groups? so that moons in one group are all next to each other?
and if not could this be added in next update?
I don't have much control over the catalog grouping or sorting at this time. But I was thinking if I decide to depend on dawnlib at some point I could either use that to make a custom command with my own catalog or entirely overwrite it.
thanks, I'll look into it. but it'll be a while
what moon is esoterica? like what pack?
it didn't happen with any moon, right?
seems to be happening on some moons, not all
for now: rend, and moons from demonmae cruisin moons
if u see a pattern lmk
i think it eclipse...?
seems to fail on eclypse, but i don't know if it's problem with lethal moon unlocks or other mod
yet
didn't happen recently, though
interesting. i do have weather tweaks compat but haven't touched that forever
on the other hand that moon was clear weather
maybe a fluke with eclipsed
experimentation and assurance is fine with weathers hurricane and forsaken
same for vow, adamance but rend drops an error and does not route, error is a non fatal one
game doesn't crash, just doesn't route
hm, i will have to check if something broke in configs or rollback 5 mod updates and see what is the issue, but i have a lecture in like 15 minutes.
these are the last updates mods, so i will be checking those ones later
all 3 moon mods are from demonmae so it might be issue over there.
though it should not affect rend then
only thing i can confirm is that it's not weather related, same thing on a new save.
i rolled back lethal moon unlocks and it no longer seems to have errors
so i suspect it's lethal moons unlocks after all, but whether lethal moons alone, or combination of mods with it, or my config settings i do not yet know
very weird, i actually can route to rend if i route trough the https://thunderstore.io/c/lethal-company/p/WhiteSpike/Interactive_Moon_Catalogue/
imoons catalogue, but doing the same trough the moons catalogue will throw an error (newest version of lethal moon unlocks)
here is some last lines of console
I have the same problem as Fortress! Exact same everything, can't route to any modded moons. Reverted back to 2.3.0
if you can please check if your log contains this textr from DawnLib registry that we didn't previously initialize from LLL.
or leave me your log to look at later
after more testing it looks like an compatiblity with hookGenPatcher or one of the mods depending on it
ok hookgenpatcher alone works
hm, i think it's a more complicated issue
after disabling demonmae moons it now sometimes works sometimes not, so it might be related to number of moons
here is the code to my modpack if you want to replicate the issue:
019cc8d9-6b23-37b8-9aef-76316e63f3e2
(it's 200 mods so it launches for a bit)
019cc8ea-4a0e-b0ac-e972-f93678b3f3ff
(Smaller pack where i was also able to replicate 115 mods)
Thanks for your effort! I really appreciate it. Will look into this as soon as I can.
Hello! Just wanted to report that I got the same issue (it seemed to happen only with paid or formerly paid moons), but I managed to solve it by either removing DawnLib or reverting LethalMoonUnlocks to 2.3.0 - so it seems there's an issue with the recent Dawnlib compatibility stuff!
i guess the node is null
yea. from what is reported it seems to happen after I have set the failure/success nodes. I can't try any of this rn but I'm probably not doing it correctly in here. Can you check?
https://github.com/YoBii/LethalMoonUnlocks/blob/de4487dbfce82716f899871bcae2cea33209e69b/LMUnlockable.cs#L259
it seems fine i think
actually im starting to think that unlock.ExtendedLevel.SelectableLevel is the part that's erroringout
if the node was null, DawnLib would've errored first
hmm, ok. I'll just have to check when I get to it.
it might be a moon that's registered in dawn but not LLL. I'm operating on the assumption that that's not possible.
should spit that out in logs though, I'll have to check
[21:28:54.6996487] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalMoonUnlocks.Patches.TerminalPatch.TerminalLoadNewNodeIfAffordablePrefix (TerminalNode node) (at ./Patches/TerminalPatch.cs:32)
(wrapper dynamic-method) Terminal.DMDTerminal::LoadNewNodeIfAffordable(Terminal,TerminalNode)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineTerminal::LoadNewNodeIfAffordable?-282093426(Terminal,TerminalNode)
Dawn.Internal.TerminalPatches.HandlePredicate (On.Terminal+orig_LoadNewNodeIfAffordable orig, Terminal self, TerminalNode node) (at ./src/Internal/Patches/TerminalPatches.cs:250)
I think I found the issue. It was a small oversight that I left in from where I attempted to completely switch from LLL to dawnlib initially.
v2.3.2
Fixed
- Fixed a
NullReferenceExceptionwhich could prevent players from rerouting the ship.- This would happen with DawnLib present and certain moons installed.
- Added extra safety checks to my terminal patch to avoid entirely bricking the routing if this were to occur again.
Uploaded to TS just now. Will take some time for download to be available.
ty! this was helpful
Anyone know any terminal* mods compatible with Lethal Moon Unlocks? most seem to not be compatible and show all moons instead
I was using Terminal Formatter but for some reason it doesnt change the price of moons even tho i change them in Lunar Config
TF should be fine. You're saying you change the base price in LunarConfig but the cost in the terminal list is still default? Or that LMU price changes don't apply? Oh, and is it just visual or is the actual cost also incorrect?
Yeah i changed the price using Lunar Config, but in the terminal it still shows the original price
and yes its just a visual bug
Hmm, so is it even a LMU problem? Or would it happen with just LunarConfig and TF?
I'll push an update today restoring compat with darmuh's terminal stuff. So there's one alternative that would work again.
I might also end up overwriting the moon catalog myself
But i was confused when i checked yesterday with dawnlib it was showing the LLL catalog again not the vanilla one
I guess, because ive been using Lethal Constellations/Terminal Formatter/Lunar Config before and the prices actually change, but with LMU there is that visual bug
Ooooh thank you, i really wanted to use that with LMU
v2.3.3
Fixed
- Fixed compatibility with darmuh's TerminalStuff
- Restored full LMU terminal tags in the catalog.
- Added a line break for visual clarity when tags are enabled.
- Added a temporary fix so the user configured page size in TerminalStuff's MoonsPlus config is properly applied.
- I recommend using something around 3-5 moons per MoonsPlus page to avoid unnecessary scrolling. Of course this depends on how many tags you have enabled (per line).
@patent zinc I saw your message on phone and I think you're right. I have already improved it locally to correctly use the values from LunarConfig (dawn) as defaults. This also affects prices afaik. Basically LLL values have priority when they shouldn't with dawn present.
So I'm wondering why you deleted it.
I had found a workaround, I thought It was a stupid question sorry
All good ๐
Next update should just work without workaround.
Thanks for the mod <3
Hey! It's me again, I loaded a new save file and I noticed I had my moons unlocked from other save files. When I restarted the game tho, I loaded the new save file up again and I had every moon locked as expected. This makes me think it is an unintended behaviour. Just wanted to tell you!
It's like if the mod keeps in it's memory every moon unlocked and doesn't discriminate savefiles during the same session, if that makes sense
You're right. I recommend not switching saves without restarting for now.
When you create a new save file it reads the previous state and assumes it as default. It's probably because I'm reading them before dawnlib resets the values to default/config (probably because it's doing it at a slightly different point in time than LLL).
When you quit and load again, it's fine, because I always apply my state on top of the defaults. This is so you can for example make a moon hidden in LunarConfig and it will be respected in existing saves. But maybe I have to drop that. Not sure yet.
Will be fixed. I have it on my todo.
I see, thanks for the explaining!
I am having an issue with the newest version (2.3.3) of the mod. I have discovery mode enabled, and no matter what I change in the config, it never shuffles or adds more moons to the menu, even upon making a new save. I had to downgrade to 2.3.2 to get it to work
i will check. is your pack with dawnlib or LLL only?
Both
Even with the mod downgraded, it generates the same moons on new save every time (there are a lot of options, so this doesnt make sense)
It seemed to shuffle once during gameplay then it didnt shuffle any more
I definitely do not have "never shuffle" enabled
the random selection always being the same was reported before as being caused by diversity. if you have that installed it's worth checking.
the selection not shuffling is a separate issue I will investigate
Alright, I was considering uninstalling that mod anyways with how many bugs it was causing
With diversity disabled, I seem to still be getting the same moon options on new save (2.3.3)
and routing to a paid planet that is discounted in one save still costs 0 on the new save
yea, starting new saves without restarting game is borked since the dawnlib changes. see here #1264314686170730688 message
I'm fixing it rn
nice, ty for quick response :)
With this save, the travel discoveries also do not work, but on a new save they do. I no longer have diversity so maybe my save (created when i had it) is just broken? Ill do some more testing on a new save after restarting game and see if it works
please do and lmk. it sounds odd. you should be able to see in console what's going on around the large moon table. like shuffling going on or maybe there are errors..?
I also disabled "LethalLevelLoaderUpdated" because it is depreciated (apparently not needed anymore, even though mods list as dependency) to see if this fixes anything
oh yea that was causing something iirc. it's unfortunate since no manager will auto uninstall it just because it was removed as dependency.
With a new save, without LethalLevelLoaderUpdated or Diversity, on version 2.3.3, everything (except the new save without restarting bug) seems to be working now
I swesr upon my soul to set this up soon given how active you are atm, once i finish my great journey
if you have questions about setting up feel free to ask. the config is only so daunting because there are like 17 different approaches to using it ๐
I had an approach in mind but had forgotten, ill remember when i jump in though and wont be afriad to ask when
hey @dapper tusk , I realized version 0.3.0 of LethalConstellations introduced a regression with the interactive constellations menu where constellations can no longer be hidden from it. I've hit you with a PR on this. Would be awesome if you could merge and release. It's a minimal change. I don't think it affects anything other than the menu text.
If you want I can also update the PR to include version bump and changelog entry since ik you want to focus on other things like merging openlib into dawn. So essentially you'd just have to build and release. Or I can write a transpiler patch. just lmk
I'll take a look here some time soon. I'd normally say to just upload as a forked version of the mod till I get to it, but it doesnt look like the changes are too much of a hassle to review. I just need to get my local project set up how it used to be (what is on git). Since I've had a lot of unstaged changes sitting
alright so I have attempted it, i have hit the issue i was having originally again though, the way ive tried to set it up is as follows:
- Moons set into custom groups, by moon difficulty (groups of 3)
- Every quota, unlock the next moon group
- Daily moon sales
- using discovery mode and quota discoveries only
- not looking to use unlock mode
This setup specifically was to get it up and running before attempting to balance, but as for issues ive ran into or unable to set up to function right or as i intend:
- This mod seems to force vanilla moon prices back to default if overriding using lunar config (not sure about LLL, I don't use LLLs config)
- Quota discoveries
discovery moon countmin and max both set to 3 +Quota discovery match cheapest groupset to true do unlock the groups, but it loves to completely skip groups, e.g. starting with all of D Grade unlocked, then going to unlock C Grade after first quota, but more often than not, it skips to B Grade. Moon prices are supposed to be ordered via cheapest, but the aforementioned issue is probably causing this to not function as I intend
I did try to mix and match some other settings to figure out how they work, but none got closer to what i wanted. you can see the final config that was closest to my intended result here 019d1988-5d10-696a-c6e6-243360eeef31
Some suggestions i think would be nice to see:
- A number of quotas to complete before a certain group unlocks
- Moon sales to start after a set amount of days into a quota
The issue with incorrect prices will be fixed next update. I'll push it later today.
I'd still love to see some sort of way to make Constellations work with Wesley's moons :,]
even if I've to set all the Wmoons on one constellations, would be enough for me
?
at this point I'm not sure what the problem was in the past tbh
ok, I'll do some checks soon
v2.3.4
Added
- Added a config option to only allow moons to go on sale after a specified number of days
- Added a compatibility setting to prefer Galetry over Gordion for LMU's automatic deadline reroute.
- When enabled and Galetry is available and routable, LMU will reroute there instead of the Company building.
- Added progression config to lock Galetry behind selling a customizable number of paintings to the company.
- In discovery mode Galetry will be discovered immediately and permanently after selling the required number of paintings.
Changed
- Updated DawnLib reference to
0.8.x. - LethalConstellations:
- Default moon assignment is now more robust in both discovery and non-discovery modes.
- In non-discovery mode, constellations now prefer a valid visible/unlocked default moon instead of keeping an invalid hidden or locked default.
- Wesley's moons / JLL compatibility:
- Route discovery alerts are rewritten to better align with LMU's language. Varies between discovery and non-discovery modes.
- Random selection / Cheap moon bias:
- Using our own source of randomness. Avoids issues with other mods that might interfere with the game's randomness.
- Updated the cheap moon bias formula to more closely reflect the behaviour described in config descriptions.
- Updated cheap moon bias config description to simpler wording.
Fixed
- DawnLib compatibility:
- More robust matching of moons with DawnLib's registry.
- Moon defaults are now initialized properly from DawnLib on every lobby creation.
- Baseline hidden, locked and price defaults are now pulled correctly from DawnLib even for moons with funky names.
- TerminalStuff compatibility:
- Buying a moon from the MoonsPlus menu now counts as purchasing that moon even when TerminalStuff skips the vanilla buy nodes.
- LMU terminal tags are now cleared cleanly when tag display is disabled.
- (Temporary fix) StorePlus page size now correctly follows the user's TerminalStuff config.
- LethalConstellations compatibility:
- Constellations no longer duplicate after reloading a save.
- Moons in the currently routed constellation now have their full LMU state reapplied instead of being forced into an incorrect routable state.
- (Temporary fix) Constellations menu now correctly hides hidden constellations.
- Fixed a bug where moon prices and hidden/locked states were not restored to original values on disconnect and could leak into the next savefile.
- Loading a save no longer overwrites fresh original hidden/locked defaults with stale LMU saved data.
- Hidden-by-default moons now recompute whether they should remain hidden from defaults and current progression instead of relying on potentially inaccurate saved state.
- The
Permanently discover hidden moons on visitsetting now correctly keeps visited hidden moons permanently discovered. - Moon prices will now correctly reset to original price when a discount or unlock expires.
I guess if you set up constellations for group matching for whatever you're using as main avenue for new discoveries like for example travel discoveries you're putting yourself in a bad spot. Because then you'd have to discover every other moon before, right
Would you guys know if I could set up the following?
- After every Quota -> Have there be a random set of 3 Moons to choose from, so the choice is for one easier and two leads to more risk taking (but mainly making selection less of a task since the choices become too vast for my friends)
- Ideally have it be a low, Medium and High Tier Moon
- I don't mind If I have to predefine those sets of moons myself or if it's a bit gimmicky like setting all other Moons cost really high for that quota
I'm guessing this can be done with "Base Selections (Moon Rotation)" somehow?
I have no plans to directly block the access of moons, but I do plan to make a kind of succession of constellations with the appropriate prices for each one.
Each constellation has several moons of similar difficulties grouped together (for example, A and A+).
The save begins with Experimentation in a basic constellation that would only have the low tier moons, these moons can be hidden using the "filter moons" until you reach the first quota and have extra credits.
All moons within constellations can be purchased permanently, and each constellation can be purchased permanently.
I can make the next constellation have a higher price, or, if possible, be blocked for up to X number of quotas or days, but it is not a priority.
The priority, and what has not been working for me, is to have Wesley's moons as a mid-late constellation, where all his moons are grouped in a single constellation, and there together, there is also their respective progression with their history, but without directly affecting the other constellations of greater difficulties that do not have that kind of progression.
something like this (this is an old spreadsheet)
few questions:
it's fine to start with all constellations available? that's not a priority?
after buying a constellation you want to have all moons in it available to buy? except for wesleys?
yes, all constellations are avaliable to buy, but not visible, they will have their prices, and you wont be able to see it until you have the enough credits to buy it
iirc, there is a config in LConstellations to do that
oh I think that's just LLL price filter?
like in the LLL moon catalog if you type filter price it only shows the ones you can afford
oh nvm. constellations
yea that's in lethal constellations ofc
yup
I mean, it works, the only thing that was not working was the Wesley's moons thingy
that should be working now.
Sounds like you want just unlock mode, no discovery mode shenanigans
it should even work with wesley's moons split into multiple constellations I think.
yeah...
with unlock is perfect for me
welp, time to check it
I think I would do unlock mode + discovery mode. Discovery base counts: one free, two paid.
Set up your low risk moons to be free from the start.
Disable cheap moon bias settings for paid rotation.
Of course then you will just have two completely random paid moons. You could do high cheap moon bias and change the prices of other moons really high for that quota as you mentioned but you'd have to restart the game every quota then..? maybe I don't get what you mean.
However you could aid getting two bad choices sometimes e.g. by guaranteeing one additional moon discovery every day of the quota. Again turn cheap moon bias off for that. Or use travel discoveries. That way each time you buy one of the moons, you get an additional option. So essentially you get a fallback for when you have enough money. In that case use moon group matching PriceRangeUpper. So it's a more likely to be a more expensive/higher risk moon that's added.
will you have to set up your constellations again? I have some unreleased utility I'm working on that makes that way easier to do. Like a few clicks to set up the entire wesley's constellation. You'd have to trust me with a random executable though. or build from source yourself.
I'm doing a lot of constellations, one of them will be the Wesley's one
What.... is this program...
a utility I'm making to redo the config for my entire pack without having to stare at BepInEx config files for days
now I'm staring at UI code and .axaml files instead 
Love is in the air. will this be made public or just for personal use?
I wanted to leave that up to Crafty since it's basically just a fancy editor for lunarconfig files, so if I fuck sth up or the config format changes significantly people will report issues that are not of his concern.
editor for wat? ๐
ok, I'll wait gladly
Ya know, the LQ/CC replacement.
.
fk reading is hard sometimes ๐
I know, I was not expecting that the editor was literally what I was just asking
oh, you were catching yourself but also caught me lmao
I had tried something similar to what lethal quantities did to lunar config but i did not get further than a glorified html page with a search bar, which is technically better than any bepinex config in mod managers but i wasnt having fun making it so i left it
Also someone recently announced they want to do the same thing as webapp as a school project. So now it kinda feels bad to release this one :/
Theirs gonna be a webapp tho I think and that's probably much better anyways. I wanted to make a local app with AvaloniaUI
Yeah i saw that person mentoin that in the thread, i understand the feeling bad part lol. but true, both will serve their uses. just imagining someone setting up lunar config on their phone via browser lmao
just in case, you can kinda share it privately if you're still going to finish it
cyz that could speed up one of the longest processes in my modpack quite a bit.
I dont have a recent profile that uses lethalconstellations to test this on so if you (or anyone else) wants to test the build with your PR please try it
I had to clone from git for this so unsure if any nonsense is going on with the change
I will!
(when I'm avaliable) :]
the PR in question - https://github.com/darmuh/LethalConstellations/pull/11
Uhh... Just to make sure... What do you want me to test?
nothing in particular, just want to make sure game doesnt break when loading it with everything else
the PR was to fix constellations actually being hidden but I figure LMU is already handling that from the latest update
Gotcha.
Btw, idk what xCore did witj LMU, but now Wesley's Moons Progression is compatible with Lethal Constellations
If you have LMU installed too
interesting
I'll have to look more into it once I'm actually working on lethalconstellations, since this is more just trying to implement a PR
I'm happy to see you back here again :]
I've been around, just moreso lurking ๐
Sorry for the delay, it seems everything is working fine, and I'm testing it on my full modpack
I've only found this, but I think this is more of a LMU issue
that's fine it just means I can remove that patch when the update releases ๐
I'm still on the process of doing a fast set to check the WMoon Progression
ack, no rush. If all seems well I will push a hotfix update (thanks to xCore)
ok, found something weird. Not sure if it's LConstellations or LMU
The Default moon is not being selected ingame.
Even it appears that within the game, this is assigned randomly; it even seems that you can select moons that are not in their respective group.
It should be:
- Vanilla: Experimentation
- Modded: Archeron
- Wesley: Galetry
However, everything is assigned and hidden correctly in the "moons" command
I think there's a lmu setting to always set the constellation default moon to the cheapest moon for some reason. Since they're all 0 that's probably it ig
aaand now Asteroid-13 is not getting unlocked :,]
the only config I've found related to LConstellations on LMU is this
and no, it's not picking the cheapest moon
It appeared to buy the constellations with a price of 600
I'd have to check:
- This is caused by the latest pr of LConstellations. (testing on the actual launched version)
- This is caused by something weird on my modpack. (testing on a new profile)
- This is caused by something else
I'll check it tomorrow
question for you on this one. Is it just the menu display text that is wrong or does it also route you to the default moon listed?
Route to the moon that says in the terminal, not in the config
I selected Welsey, it went to hive despise it "should" be locked
so when you route to a constellation it routes to what the default moon says in the constellations menu?
Yup
so it sounds like the default moon is not getting assigned right from the config item, if I had to guess
if you turn on dev logging you should be able to see what's happening in your logs from these logs
(the warning log does not need developer logging enabled)
I'll check it tomorrow, I'm no longer at home
yeah no worries, just giving you stuff to look at when you can ๐ซก
I've gotta check this too
Cuz it could be a weird mod incompat of some way lol
yeah hard to know for sure. I will say nothing in LConstellations code for default moons has changed from the public branch
other than the fact that it's been compiled on the latest version of LLL rather than what it was previously (extremely unlikely this could be the cause)
I'd say dw about it. It's probably me.
I do have code that sets the default constellation moon on my end but should only run in discovery mode. I might have accidentally removed that gate when making changes to the selection logic. I'll check later.
ok, I did a new profile and progression is fixed
default moons are still picked random tho :,]
most prob there is something weird on my main modpack
Hmm, that's odd. What I'm doing right now (unintentionally) should at least always set it to the same moon.
I'm considering doing the Constellations rewrite I had planned early.
It has always been a pain point that I'm binding the constellation to its default moon and that gets especially messy in discovery mode.
Plan for the rewrite would be to handle constellations exactly like moons and also persist their state. That means constellations could have unlocks, discounts even sales going on.
In Discovery mode only moons in the current constellation would be able to be discovered. Plus the constellations themselves. You could choose which discovery mechanics can discover constellations (e.g. only on quota). Only when a constellation itself is discovered, you can discover moons within that constellation.
You could also set the default moon of a constellation to be a moon that is locked behind story progression e.g. Dreck from wesley. So that entire constellation could only be discovered after the tape has been inserted. Could have a config option to immediately discover.
Now this last part can potentially brick progression if users misconfigure their constellations.
I'm open to suggestions.
v2.3.5
Changed
- LethalConstellations:
- Improved formatting of the moon table in logs.
- With LethalConstellations present, it is now grouped by constellation.
- Improved formatting of the moon table in logs.
Fixed
- LethalConstellations:
- Fixed an issue where LMU was assigning default moons to constellations when not in discovery mode.
yay
So everything good with that PR build of LethalConstellations btw?
Working for me (except one small issue, but I'm not sure if it was a me issue, or it was due to LConstellations setting a moon randomly on a constellation)
just a weird issue that I'm not sure if it was me or not lol
gotcha, if you see your default moon being set randomly you should see that warning message about an invalid config item
I have a feeling it was due to dawnlib vs LLL having different versions of "config safe" level names
this Plugin.WARNING message specifically, you should try to find in your logs if the default moon is randomly set
it was casually one of the "certain moons numberless planet" issue that xCore said on the TemrinalStuff thread
Asteroid-13
I clearly need some help working with both LMU and LCon. If I, for example, have a constellation that has Vow, March, Adamance, and Artifice in it (all costing 0 credits), but I'd like Artifice to be hidden until routed too while the other three are always visible, I would want to set LMU to Discovery mode, correct?
hidden until routed too
refering to the LMU config option? I think that one only works in discovery mode, yes.
Yes, refering to the LMU config.
if you only want that and not the other discovery mode stuff, you can probably just set the free and paid moon counts to something like 99. If you only want that unhide hidden option + constellations essentially.
To be more relative to what I'm doing, my constellation consists of [Acheron, Corrosion, Detritus(Hidden)], all free to travel too. In discovery mode I've set the free moons base count to 2 and every other option to 0 except for permanent discovery options (set to -1). This actually caused only one moon to be available and resulted in Detritus being locked. Alternatively, setting the base counts to 99 displays all three moons, revealing Detritus.
Of note I also have never shuffle toggled on.
the reason you were seeing only one is that these counts are across all moons, not bound to a single constellation.
regarding detritus: can u check in your console, there's a big table from LMU, is the orig state of detritus shown as 'Hide'?
Oh, duh, that makes a lot of sense. >_>
Looking at the log, the table is listing the original state as *. Above the table in the log there's also this:
[Debug :LethalMoonUnlocks] Detritus: Hidden & Locked (LLL)
[Debug :LethalMoonUnlocks] Detritus: Hidden & Locked (DawnLib)```
* means the info LMU is getting and assuming as default is that it's neither hidden or locked. is that one hidden by default or is that a change you're making?
Detritus was changed in LCon to be hidden. Acheron and Corrosion set as visible. I've done nothing to knowingly mess with whether Detritus is locked.
ah, yea. The config for hidden in LCon is probably ignored. You'd have to set that via LunarConf or LLL.
Rodger. Will give it a go.
btw I will most likely change this in the rewrite I'm planning for constellations extension to work the way you assumed it would. It seems to be the more intuitive way to go about it. Goal is to separate constellations and moons more from each other. Currently it's quite mangled and potentially confusing. config-wise as well.
Beautiful. This was the ticket. Thank you for your help.
Honestly, I just set it to two because I figured that was relevent to the case at hand. I had been trying to do this with unlock mode instead like a goof and wasn't getting anywhere until I completely separated my attempt to understand all the configs all at once from one another.
It also doesn't help I have about a 60 second wait time in between every boot and I was trying to debug by making one change at a time.
Was just getting my brain fried and had to ask for help before I put through a wall, ya know? :)
Thanks again.
And, uhh, while may still I have your attention, if I could sneak an feature idea in? The ability to utilize custom story logs as mcguffins to unlock moons.
oh yea I have thought about that. I actually have like a handful story logs written out for the vanilla story stuff I was doing at some point. But you probably mean like custom story logs that already exist in places..?
I was thinking a user writes out their own log(s) and then moons could be unlocked based off of the collected pack authored logs.
For example, somewhere like Detritus would actually be locked and hidden until players find a custom story log with a certain title that's located on Vow.
(Totally not bringing this up because it's adjacent to a pack I'm working on... no way I'd do that...)
it's something that will probably work much better if I generate config for each moon similar to LethalConstellation's generated config. to have a place to put custom conditions like that.
Up to you how to go about it if you deem it an idea worth pursuing. I can make do with hiding moons and dropping hints in logs otherwise.
You can however make a very minimal mod doing this already. All you have to do is define the story logs and register them. Example is on their readme. LMU provides two APIs: one to designate moons as story locked (like wesley's) and another that's called to release that lock on moon X. So then you just listen on the story log event and tell LMU to release the lock for the moon. that's it.
If/when I get far enough along with this project I'll consider it. I'm not familiar in the least with Unity (Godot user here) nor am I familiar with C/C#/C++/whatever Unity uses.
Also, does Unity even run effectively on Linux?
I'd think you can dotnet build just fine. but I've never tried on linux tbh
It took me a while to properly formalize this recommendation, as I initially had a different idea, but I think this is the best way to do it now.
This wouldn't be Discovery mode, but something different that could be applied in any mode.
Unlock conditions.
The unlock condition is an enable option that, when activated, can generate a separate configuration file (like Constellation.generated) that will provide a list of each moon (and perhaps even a list for each constellation). Within each moon (or constellation), you can choose the unlock condition. This could be one of the next:
- Unlock upon reaching X quota
- Unlock upon obtaining X item on the ship
- Unlock upon traveling to X moon
- Unlock upon traveling to X number of moons
- Unlock upon killing X creature
- Unlock upon entering X code in the terminal
- Unlock upon picking X log
This allows for multiple customizations and even a kind of personalized progression without requiring extensive programming.
I like this idea, then I can easily set certain difficult moons to only unlock after conditions, and have discovery mode for getting to all the cheaper/free moons
This concept would go along with a config rewrite. The constellations rewrite is a step into that direction because it elevates constellations to be their own thing. Currently they're more of an afterthought attached to some moons. So then I could generate config for moons and constellations down the line.
provide a list of each moon (and perhaps even a list for each constellation)
Now here's a question I keep struggling with: what is the functional difference between defining such things for a constellation or its default moon> I kind of have to go with them being intertwined for two reasons. 1. ship has to go somewhere when routing to a constellation 2. gating access to a constellation behind sth like wesley progression can only be derived from moon state.
Well, as it seems here, any base requirements for a constellation would be the same for any of it's contained moons, so I don't think it's much of a question.
Unless there's a nuance I'm missing?
I have a problem where I cant get the whitelist for discovery mode to work with Black Mesa. This is how it appears in the logs
In whitelist I have both the alias "BlackMesa" and "Black Mesa"
It seems the whitelist isnt working at all even when I put vanilla moons in
I removed "BlackMesa" and it seems to be working now. I think having an incorrect one just makes none of them work
so just dont be a goof like me and its fine lol
I should probably make it not fail like that. Thanks for the info ๐
Is LMU compatible with Oxyde yet? no rushing, just asking if i have to do anything specific in the configs because its not working for me
by that i mean that after unlocking Oxyde with the tablet and trying to travel to that moon it says "Error while calculating route: Unkown Location"
Not yet. Nothing you can do but wait for update
shouldn't be too long tho
Oh okay than you 
Is it possible to use this mod as a library? I essentially wanted to discover one moon at the start, and use my own logic to discover moons progressively at certain events like day and quota completes. I would be using logic different than your mod on deciding what moons to discover and when, but for logic like actually setting moons to discovered, or handling save data, etc. could this mod be used I guess as a backbone to my custom unlocks one?
yes, I'm changing stuff about this right now.
Essentially every moon that starts as locked and hidden can potentially be unlocked or made available for discovery by calling UnlockManager.TryReleaseStoryLock or UnlockManager.TryReleaseStoryLockShowAlert on LMU.
Currently it only works if they're also predesignated as such before but I'm changing that.
only caveat: the function expects a string and at this point still uses LLL 'numberless planet name' which can be different from dawn's 'numberless planet name'
I'm also implementing custom unlock conditions as moroxide suggested above but for now only for constellations.
might extend that to moons eventually
So I can just call UnlockManager.TryReleaseStoryLockShowAlert for any moon I want to discover?
Cool!
pretty much, yeah
Also is that just allowing them to be bought, or making them free?
In LMU terminology unlock means moon is free after buying once. Discovered means it's available to buy in the terminal.
By releasing the story lock / progression gate / whatever, you're making it either eligible for discovery or immediately add it tot he catalog when discovery mode is disabled.
awkward timing with v80 semi-launched so here's a test build for now. might even work with v80 and updated LLL/dawn.
preliminary changelog
v2.4.0
BREAKING UPDATE!
Parts of your config will reset! Previous saves are incompatible!
Added
- LethalConstellations progression rewrite:
- Added separate constellation progression state with its own discovery, unlock, discount and sales handling. Also configurable as quota reward.
- Added constellation-specific discovery settings for starter selection, whitelist/backlog handling, per-trigger moon vs constellation targeting, and separate constellation-discovery chances.
- Added constellation tags for LMU state such as
[NEW],[UNLOCKED],[DISCOUNT ...], and[SALE ...].
- LethalConstellations custom unlock conditions:
- LMU now generates new config
com.xmods.lethalmoonunlocks.constellations.generated.cfg - You can configure unlock conditions for each constellation. For now..
- minimum completed quota count
- minimum number of moons visited
- list of moons required to be visited once
- list of bestiary logs required to scan and read on terminal
- list of story logs required to find and read on terminal
- For each you can choose whether one or all conditions have to be satisfied.
- You can optionally choose to ignore any type of story progression gated access to the constellation's default moon.
- LMU now generates new config
Changed
- LethalConstellations:
- Once discovered, constellations stay discovered for the run instead of being shuffled away with the moon rotation.
- When a constellations default moon is locked behind story progression, that will apply to the entire constellation.
- Each constellation now has its own moon rotation. Your rotation specific configurations apply per constellation.
- In addition to the rotation each constellation will have its default moon discovered (always) plus additional temporary and permanent discovered moons.
- Constellation routing can optionally be mirrored onto the default moon so it also gets the unlock, discount, potential travel discovery, etc..
- Many config options have been updated or reworded. Some have been moved (mostly constellations related ones).
- Continued improvement to logging and in-game messages/alerts.
Fixed
- Bunch of stuff in the process of rewriting the LethalConstellations extension.
- Various client sync issues with Vanilla story mode.
- Removed now redundant patches for LethalConstellations and TerminalStuff.
Thanks bro
You know, now that I think about it, does anyone know if Custom Story Logs still works?
if it has LethalLib as a dependency, it's not currently working
In that case it is currently disfunctional at best.
not sure about LethalNetworkAPI on v80
should be fine
gotcha
pushed to TS
v2.4.0
BREAKING UPDATE!
Parts of your config will reset! Previous saves are incompatible!
This is NOT targeted at v80+! Might still work though. May fully depend on LLL and Dawn. You let me know.
Added
- LethalConstellations progression rewrite:
- Added separate constellation progression state with its own discovery, unlock, discount and sales handling. Also configurable as quota reward.
- Added constellation-specific discovery settings for starter selection, whitelist/backlog handling, per-trigger moon vs constellation targeting, and separate constellation-discovery chances.
- Added constellation tags for LMU state such as
[NEW],[UNLOCKED],[DISCOUNT ...], and[SALE ...].
- LethalConstellations custom unlock conditions:
- LMU now generates new config
LethalMoonUnlocks - Constellations.cfg - You can configure unlock conditions for each constellation. For now..
- minimum completed quota count
- minimum number of moons visited
- list of moons required to be visited once
- list of bestiary logs required to scan and read on terminal
- list of story logs required to find and read on terminal
- For each you can choose whether one or all conditions have to be satisfied.
- You can optionally choose to ignore any type of story progression gated access to the constellation's default moon.
- LMU now generates new config
- Discovery Mode:
- Added a config option to control whether moons that are locked behind story progression will be added as new discovery immediateyly or added to the pool of moons available for discovery
Changed
- LethalConstellations:
- Once discovered, constellations stay discovered for the run instead of being shuffled away with the moon rotation.
- When a constellations default moon is locked behind story progression, that will apply to the entire constellation.
- Each constellation now has its own moon rotation. Your rotation specific configurations apply per constellation.
- In addition to the rotation each constellation will have its default moon discovered (always) plus additional temporary and permanent discovered moons.
- Constellation routing can optionally be mirrored onto the default moon so it also gets the unlock, discount, potential travel discovery, etc..
- Story/Progression Locks:
- 'UnlockManager.OnCollectStoryLockedMoons' is now obsolete.
- 'UnlockManager.TryReleaseStoryLock()' now works on any moon that starts locked and hidden.
- 'UnlockManager.TryReleaseStoryLockShowAlert()' now works on any moon that starts locked and hidden.
- Many config options have been updated or reworded. Some have been moved (mostly constellations related ones).
- Continued improvement to logging and in-game messages/alerts.
Fixed
- Bunch of stuff in the process of rewriting the LethalConstellations extension.
- Various client sync issues with Vanilla story mode.
- Rounding error causing terminal tags to show incorrect discount rates.
- Removed now redundant patches for LethalConstellations and TerminalStuff.
immediateyly
classic
v2.4.1
Fixed
- Fixed clients buying moons through the TerminalStuff MoonsPlus menu sometimes not registering as paid route.
v2.4.2
Changed
- TerminalStuff Compatibility:
- Ensure LMU pricing immediately applies after routing on clients
- LethalConstellations Compatibility:
- Sort logging table by constellation regardless of discovery mode being enabled.
Fixed
- Fixed a bug where LMU pricing would not apply after taking off from company moon with an incomplete quota until another event triggered a refresh.
Why am I getting the fog of death when i boot up with this mod in v81
Probably because it's referencing some old function in a patch somewhere (assuming your LLL/Dawn are up to date). Do you have a log?
I haven't tested against v80+ myself yet
I checked the logs and it just keeps repeating an error about the notepad
huh, for some reason it fails to find my config file on game init which breaks everything else down the line. I don't even know how that happens, it should be generated automatically by bepinex
[Error : Unity Log] FileNotFoundException: Could not find file "C:\Users\aagav\AppData\Roaming\Thunderstore Mod Manager\DataFolder\LethalCompany\profiles\week9\BepInEx\config\com.xmods.lethalmoonunlocks.cfg"
It's not a v80 problem. I'm looking into it rn.
@quartz needle it was indeed a bug on first time setups. thanks for reporting this. really saved me a lot of trouble
will upload fixed version in a bit (still haven't tested against v80+ tho)
v2.4.3
Fixed
- Fixed config file not being created on first time setups.
anyone tried this with v80+ yet?
will do soon.
I'm updating my modpack for v80+
The v80 mod massacre and life stuff has put me off of modding for a bit. :(
Have a little bit and seems to work so far
Rn I'm using discovery mode and no issues so far
I'm getting this issue and the termianl just doesnt work
There's probably an error earlier causing terminal to break.
That error you have send is on trying to read the current credits amount from Terminal.
oh okay
thanks
sorry, I just saw lethal moon unlocks within the thing and wasnt sure
nw, if you send a full log I can maybe tell you more. It might still be lethal moon unlocks
it seemed to be a problem with the save file slot?? I loaded a different new file and it now works fine
That's it then. v2.4.0+ of LMU is incompatible with older saves.
#1264314686170730688 message
Wanted to double check and make sure I wasn't doing something wrong, but LMU isn't compatible with the Rebirth Oxyde tablet yet is it?
I didn't get to test that yet but I believe it should be
Hmmm
Finding it should switch the story lock of Oxyde in the moon table in logs.
When I was testing last night, using the tablet made the red error pop up about how the route was being cancelled.
Ah yes, that isdefault when you have discovery mode enabled
it means oxyde can be discovered now but it wasn't immediately discovered
you can change this particular behavior in config -> 6.6 Story Progression -> Moon story release behavior
Galetry does this just fine with the painting unlock method at company, it's in the terminal right after.
ohh, that's a different error alert. that's not from me. hmm
got a log of this session?
Hmm, looks to me like LMU never got the message from CR that it's unlocked
@coarse cove is that error alert above from CR?
i think so, ill take a look and see where it comes from
i do display that error yeah
uhh im not sure how you want me to tackle it since i need the progressive predicate to tell it to unlock and unhide
ProgressivePredicate ๐ค
that new?
nope
nah, that's on me then because I set the predicate and ig it's not a progressive one
to hide/lock
that's just the type that progressive unlocks have been inheritin for a while lol
since it also has the save data info in it
I assume I can just set its _isHidden/Locked fields like I want regardless of previous state?
you should modify ProgressiveStates, that one is newer
it is inside of the ProgressivePredicate
but yeah you can modify without care
oh, ig I need update dusk dependency from 0.6.4 lol
thanks for reporting @cedar garden I'll look into publishing an update later
v2.4.4
BREAKING!
This update changes theReset when firedconfig option.
Check your config if you had this set to not reset when getting fired. More info below.
Added
- Added alert queue exceptions
- Prevents some mods that spam alerts (Imperium, LethalCasino) from congesting the queue
- Exception list in config. Add mods by GUID. (You can probably ignore all of this.)
Changed
Reset when firednow has three modes:- All: wipes all LMU progression. Default.
- AllButStoryProgression: wipes all LMU progression except unlocked story locks. When story lock behavior is set to 'ImmediateDiscovery' moons will be discovered after reset.
- Nothing: keeps LMU progression (per save).
- LMU now follows the same saving logic as the base game to prevent inconsistencies after crashes or savescumming.
- When the game is quit mid-round, the state will load back to what it was at the start of that day.
- All progression made from routing the ship after the day had started will be lost.
- This aligns with the base game's logic that puts you back on the moon you finished the previous day on.
- The Band-Aid config setting to save and restore group Credits was changed:
- when enabled LMU will also save when the game is quit mid-round.
- use it when another mod is saving and restoring the current level. LLL was doing this in the past. I honestly don't know if it's still a thing.
- it keeps its name because theoretically it solves the same inconsistencies, so this update doesn't break it for people who need it in their setups and are using it.
Fixed
- Unintentionally replacing Dawn's
ProgressivePredicates.- Should fix an issue preventing Oxyde from being unlocked after using the tablet.
This is more of an "Is it possible/how to" question for LMU's configs. For context, I'm back on v2.3.5.
If possible, how would I configure the following scenario?
- At the start of the game, Experimentation is the only moon unlocked (achieved by whitelisting it)
- After clearing the first quota, 3 additional moons unlock.
- Subsequent quota clears don't unlock additional moons, but instead shuffle the additional three.
The first two steps feel easy enough, but making that third one a thing is where I'm stumped. Curious if that's within the realm of possibility within the config.
hello, your mod breaks "ReviveCompany Patched"
I think that should work using quota discoveries and shuffling rotations every quota.
Discovery mode settings:
- Enable Discovery Mode = true
- Whitelist = Experimentation
- Free moons base count = 0
- Dynamic free moons base count = 0
- Paid moons base count = 0
- Increase free moon count on shuffle = 0
- Increase dynamic free moon count on shuffle by = 0
- Increase paid moon count on shuffle = 0
- Never shuffle = false
- Shuffle every day = false
Quota discovery settings:
- Enable Quota Discoveries = true
- Quota Discovery trigger chance = 100
- Minimum quota discovery moon count = 3
- Maximum quota discovery moon count = 3
- Quota Discoveries are permanent = false
adjust cheap moon bias for quota discoveries to your liking
what am I looking for? is it breaking on startup or something specific later on?
see, after someone getting revived, his corpse stay dead
with 50% for desync(dead gets revived and can do anything but stay dead for others)
Will give it a shot. Thank you!
Here the error:
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalMoonUnlocks.Patches.HUDManagerPatch.TryResolveAlertCallerPlugin (System.String callerAssemblyName) (at ./Patches/HUDManagerPatch.cs:89)
LethalMoonUnlocks.Patches.HUDManagerPatch.DisplayTipPatch (System.String headerText, System.String bodyText, System.Boolean isWarning, System.Boolean useSave, System.String prefsKey) (at ./Patches/HUDManagerPatch.cs:38)
HUDManager.DisplayTip (System.String headerText, System.String bodyText, System.Boolean isWarning, System.Boolean useSave, System.String prefsKey) (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_001F)
OPJosMod.ReviveCompany.GeneralUtil.RevivePlayer (System.Int32 playerId) (at ./LethalRevives.cs:197)
OPJosMod.ReviveCompany.Patches.PlayerControllerBPatch.setHoverTipAndCurrentInteractTriggerPatch (GameNetcodeStuff.PlayerControllerB __instance) (at ./LethalRevives.cs:677)
GameNetcodeStuff.PlayerControllerB.SetHoverTipAndCurrentInteractTrigger () (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_0593)
GameNetcodeStuff.PlayerControllerB.LateUpdate () (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_0BED)
Thanks, that helps ๐
You can go back one version. shouldn't be an issue with that
i think it caused because of alert messages
i dont remember its name
let me get screen
yes it is
yea
but will it work with v81?
yea it should
thank you
v2.4.5
Fixed
- A NullReferenceException in the alert queue system that could occur when other mods would send an alert.
- Should solve issues with 'ReviveCompany Patched' and maybe others that haven't been reported.
@steel zinc let me know if your issue is resolved
yes it works
thx
After being fired
[19:13:01.6944029] [Info :LethalMoonUnlocks] New game initialization..
[19:13:01.6944029] [Info :LethalMoonUnlocks] Shuffling discovered moon rotations..
[19:13:01.6944029] [Info :LethalMoonUnlocks] DiscoveredFreeCount (Config value = 2, Corrected = 2)
[19:13:01.6944029] [Info :LethalMoonUnlocks] DiscoveredDynamicFreeCount (Config value = 0, Corrected = 0)
[19:13:01.6944029] [Info :LethalMoonUnlocks] DiscoveredPaidCount (Config value = 2, Corrected = 2)
[19:13:01.6944029] [Info :LethalMoonUnlocks] Whitelist: Experimentation
[19:13:01.6944029] [Debug :LethalMoonUnlocks] Whitelist entry set to permanently discovered: Experimentation
[19:13:01.6959308] [Error :LethalMoonUnlocks] LethalConstellationsManager: No constellations are available to index.
[19:13:01.6964434] [Error :LethalMoonUnlocks] LethalConstellationsManager: Whitelisted constellation 'AST-17' does not exist.
[19:13:01.6974911] [Error :LethalMoonUnlocks] LethalConstellationsManager: No eligible constellations exist for startup bootstrap.
[19:13:01.6974911] [Info :LethalMoonUnlocks] Regenerated stored LethalConstellations moon rotations.
[19:13:01.6985756] [Error :LethalMoonUnlocks] LethalConstellationsManager: No constellations are available to index.
[19:13:01.6996367] [Error :LethalMoonUnlocks] LethalConstellationsManager: Whitelisted constellation 'AST-17' does not exist.
[19:13:01.6996367] [Error :LethalMoonUnlocks] LethalConstellationsManager: No eligible constellations exist for startup bootstrap.
[19:13:01.6996367] [Error :LethalMoonUnlocks] LethalConstellationsManager: Unable to apply moon visibility because initialization failed.
[19:13:01.6996367] [Warning:LethalMoonUnlocks] All moons would have been hidden from the terminal! Force discovering a free moon..
No constellations available, only Experimentation is visible
I'd be curious to see what happened just before that snippet. Can you send full log?
this was definitely broken. uploading a fixed version

is LMU compatible with the latest version yet? i havent changed anything from before the update when it was functional, and i can't help but notice that my discovery mode setup doesn't really work (all moons are visible)
I personally haven't really played v81 but others reported it to be fine. There have been some major changes in the last lmu updates so my guess is you'll need to check your config. some settings have been reset or replaced by others.
especially discovery / constellations related ones
i see, i'll go ahead and retweak it then and see what happens. on another note, i kinda cant leave the terminal once im on it. i dont think its LMU's fault, but any idea what mods might cause that in the newest version of lethal?
i know v81 reworked some of the terminal stuff so i assume some terminal related mod or other is conflicting with it, but im just asking if there's already known mods for that issue
No idea personally. Maybe someone else knows. Definitely sounds like something is erroring out and breaking the terminal. lmu is also hooking into terminal boot so chances are it's related with your other issue
i see i see. guess ill just keep looking, thank ya
supposedly LLL is causing the softlock of getting glued to the terminal?
i also went through and copied these configs for my discovery mode setup (i changed the discoveries from 3 to 1 however), and the moons are still all visible.
^^^ #1264314686170730688 message
dyou think the overrides can fix that, or should this not be an iissue to begin with?
okay def not LLL lol, no idea what drugs the guy who said that was on
not looking forward to checking every individual mod for which is causing it 
if you can't get any moons to hide in discovery mode something is clearly wrong. post a full log
Re-launching lobby duplicates starting constellation
https://medal.tv/fr/games/lethal-company/clips/mCxMVnro1nEMwidTu?invite=cr-MSxBZncsMzAzMDU5NQ&v=45
Regarde Lethal Company Trimmed Clip 1 de Imporigami et des millions d'autres vidรฉos Lethal Company sur Medal. #lethalcompany
ahh, now I remember.. this duplicating here is a bug with LethalConstellations I think. I used to force clear the constellations to avoid it but that was causing your other issue on getting fired. I'll see what I can do.
v2.4.7
Added
- LMU now manually checks for duplicated constellations and removes them.
- Resolves an issue reintroduced by the fix in the previous version.
@fallow cedar
Thanks! 
So I gave these settings a shot and I've run into a problem; likely b/c of how I have things setup within my pack.
I need to rephrase my initial inquiry since I left off one important piece of context.
- At the start of the game, Experimentation is the only moon unlocked (achieved by whitelisting it)
- After clearing the first quota, 3 additional moons unlock.
- Subsequent quota clears don't unlock additional moons. (The total number of moons available at any time should never exceed 3 + Experimentation)
- The three unlocked moons need to shuffle every day. (I did enable shuffle every day)
In my modpack, the deadline begins at 1-day, and then rises to 2-days by quota 6. For the first five quotas, everything functions like I would hope. However, that's because the deadlines are 1-day and it's dropping the old moons and discovering 3 new ones every quota. Once the deadline rises to 2-days is when things go wrong.
When I reach Q6 and the deadline rises to 2-days, I get three moons for the first day after selling for Q5 at the company. However, when I complete the first day of Q6 and the "moon catalog updates," the terminal moonlist empties and nothing is available on that second day.
I tried moving from quota discoveries to new day discoveries, but then I get the inverse where moons fail to unlock/shuffle after clearing a quota, but do unlock/shuffle on the 2nd or 3rd day of a multiday quota.
Would a I need a combination of quota & new day discoveries to achieve what I'm looking to do?
^Following up. It seems like combining quota & new day discoveries together is achieving the desired effect, but another problem arises.
Say for example, you unlock Titan and go to it on the first day of a 3-day quota. After the day ends & the moons shuffle, you're still orbiting Titan even though it should now be locked. Does LMU have a way to move the ship away from moons that should no longer be available? (Similar to how it reroutes to the company on due date)
It does but only on new quotas I think. I guess I can have the auto reroute run every time the catalog is shuffled.
That would pretty much be perfect. Would it route back to the company, or would it go to one of the newly available moons? (And would it work on v73 still?)
And just to clarify the issue I was going through above, I wanna make sure I understand the logic of how it happened. This is how I understand it, and am just asking if I'm correct on these points.
- The reason the moons were disappearing on days 2 and 3 were because quota discoveries were not permanent which led to them disappearing on shuffle right?
- Turning on daily discoveries and also making them not permanent "fixes" this since it'll populate three moons for days 2 and 3.
- Daily discoveries don't "discover" moons when leaving the company building which:
- Prevents new day discoveries and quota discoveries from stacking accidentally at the start of a new quota; can't have 6 moons becoming available at once.
- Prevents people from landing at the company repeatedly to re-roll/cheese the moon selection.
- Yes
- Yes
3a. Exactly. It's either new quota day or just a new day.
3b. This doesn't really matter in this case because it doesn't progress the time. Had to be accounted for in other ways though for sure.
The existing auto reroute routes to company on the last day of the quota and to any free and available moon on lobby start if Experimentation is not discovered. Game version doesn't matter.
Nice. The combination of quota and daily discoveries is correct for my goals then. I appreciate the confirmation. I'll run with that setup now.
Adding in a reroute routine on shuffle is the final piece of the puzzle in my particular case. I look forward to that potential addition if it's something you can, and are okay with doing.
When buying a new system, all the moons are new but after flying to one of them, they get mixed up.
https://www.youtube.com/watch?v=2r3PY7slVzU
I will try getting logs next time
Unrelated, but what mod gives you a terminal like that?
DarmuhTerminalStuff customization
Hello! Working with this for the first time in a while, is the formatting in this correct for "6.2 - Moon Group Matching"?
Summer Lodge: Artifice, Embrion | Dormin: Phaedra, Dirge, Pelagia | Mono: Kuromori | Pure Passion: Court, Dreg | TCC Owned: Release, Crowd, Extort, Descent, Narcotic |
https://medal.tv/fr/games/lethal-company/clips/mEosl02oF284L0ddc?invite=cr-MSxYSmosMzAzMDU5NQ&v=49
You can get your credits back after purchasing a new system (and keeping it unlocked) by leaving and rejoining same lobby
Regarde Untitled de Imporigami et des millions d'autres vidรฉos Lethal Company sur Medal. #lethalcompany
why are you suddenly dead just as you're about to quit to menu?
I attempted to solve this issue a few versions back by only saving my data at the start of a round (which is also the vanilla logic for the most part). There's a config option to toggle this behaviour. Make sure you have that set accordingly.
I'll look at your other issue later.
looks good. The last pipe | is not necessary but shouldn't hurt either.
The clip was cropped, bought a new constellation, pulled lever, jumped off the ship, died, left lobby, joined back and credits are back and newly bought constellation is still here
do you happen to know if dying is crucial in this sequence to reproduce that bug? like, if you did the same but just quit to main menu after pulling lever, it's not an issue I assume..?
thank ya! I was also wondering about the cheap group bias thing- if I do custom groups will it add up the value of each moon in that group into a total and then compare it to the other available ones?
I don't think custom groups are ever chosen at random themselves but rather restrict the pool a random moon will be chosen from. Maybe I'm forgetting about something though. What's the context you're expecting this in?
I had this problem: it doesn't matter whether you died or just left and didn't save, you still get your money back and the moons of this system remain after you re-enter.
just every quota you unlock one or two random moons from a select group, and there's a bias towards cheaper groups
on top of that I imagined that whenever there's more than a single moon unlocked at once that the unlocks are from the same group (unless there's an insufficient amount of moons that are yet to be unlocked within a group to meet the amount rolled)
but I'm not sure if that's how it works?
when you say unlock are you referring to unlock mode or discovery mode? I assume you're talking about discoveries.
There's a config setting in the quota discoveries section that allows you to make it always pick moons from the cheapest group. The cheapest group is simply the group which has the cheapest moon overall. This settings was a very specific request from Moroxide. iirc it was to achieve some tiered progression. so I don't know if it really fits what you want.
To me it sounds like not using group matching and only cheap bias on quota discoveries is what you want..? It just wouldn't be guaranteed for multiple moons to be from the same group depending how the route prices are distributed across the moons of all groups.
Moon group matching was made for discovery mechanics that discover a new random moon A in reference to another moon B. For travel discoveries B is the moon you travel to, for new day discoveries it's the moon you're orbiting. With those it allows to first exhaust all moons matching the reference moon via the selected group matching method, and then optionally fallback to picking from all moons.
Generally cheap moon bias then applies to selecting one moon from the (already restricted) pool of moons.
do you have Group credits saving fix enabled in your config?
Oh i'm referring to discovery mode yeah
I suppose I should change my wording to say discovery, sorry lol
yea ik the wording is confusing. it has historic reasons lol
Also yes! It does fit in with the tiered progression you're talking about somewhat
I basically wanted some groups to be unlocked sooner than others
so some groups are overall cheaper than others
Oh so if I go to a moon from group A i'll be more likely to discover moons from that same group?
no problem lol i get it
then cheapest groups works but it's always the same progression of groups not random. You would also always exhaust one group before moving onto the next. I think that's how it worked.
same here you will only discover from the same group until exhausted, then optionally fallback to all
I tried it both on and off
yeah I like that!
thanks for explaining these things to me I feel like throughout my time here i've had to poke you like 7-8 times about how some configs work lol
Hmm, I can't reproduce this. I doubt it's the culprit but is yours a v81 or v73 setup?
v81
what config allows me to unlock all moons for some reason i try to allow it and all the moons still cost money
You're wanting all moons unlocked & free?
yeaa
^
And you want that from the very beginning? Like when starting a new game?
definitely
where me and my friends can just adventure without spending
There's probably a better way to do it, but one way you can make it work is to:
- In LethalLevelLoader
- Enable Content Configuration for each each moon
- Set each moon's route price to 0
- In LethalMoonUnlocks
- Disable Unlock Mode
- Enable Discovery Mode
- Type out every moon's name in the whitelist field with a comma separating them
Are you using WesleysMoons or something like that too? If so you'll wanna disable story progression in those respective configs as well (If it has one)
thats crazy cause i did disable it multiple times ive created a new pack and it doesnt become free
ill try these but i gotta type each moon out?
and i use wesleys for sure and some custom ones
Yup. You can save yourself a lot of typing my temporarily using PizzaProbability to generate your moon list. Here's mine if you wanna copy/paste it. It's got all Vanilla + Wesleys. Feel free to add any other custom ones on top.
Acidir,Adamance,Alcatras,Artifice,Assurance,Asteroid-13,Atlantica,Berunah,Calist,Core,Cosmocos,Crowd,Cubatres,Demetrica,Descent,Desolation,Dine,Dreck,Duckstroid-14,Embrion,Empra,End,Etern,Experimentation,Extort,Faith,Filitrios,Fission-C,Galetry,Gloom,Gratar,Hyve,Hyx,Infernis,Junic,Lecaro,March,Motra,Narcotic,Offense,Oldred,Polarus,Release,Rend,Repress,Roart,Thalasso,Titan,Trite,Utril,Vow
If you wanna share your pack code, i probably can just whip up the configs and pass em back
im not at the puter rn im out but i have time in between to communicate some issues i have sometimes
im gonna give it a whirl
Alright, if you run into trouble, feel free to reach out again
thank you preesh it
Having an issue where client sees ONLY hidden moons in the terminal?
it's a bit strange
don't know whether it's ok to report this or not cuz I'm playing this on v73 so...
I'm also able to route to any moons that are hidden by default, even if they're not set to be unlocked
make sure you don't have other mods that may conflict like MoonUnlockUnhide or similar. My own pack is also still v73 so it should be fine generally.
edit: being able to route to moons that are just hidden (like vanilla Embrion) is intended. Unfortunately if you attempt to route to a moon that is hidden and locked it will still give you the confirm/cancel screen before failing to buy, essentially telling you that this moon exists instead of immediately failing or not recognizing the keyword. That's a dawnlib issue afaik.
ofc LMU isn't really made for this but if I wanted to use it that way ig I'd just enable moon sales, set sales chance to 100% and min/max sales rate also to 100%. Should make all moons free. I don't think you need discovery mode for anything -> no whitelist required. To ignore story progression unlocks like wesley's disable the story progression config.
hey, hope everything is ok
Are there any progress with your moon unlock rework?
I'm really interested of the custom unlocks applied in constellatinos for some moons :]
I do not use dawnlib, so it's strange that that happens
I'll check for stuff that could conflict but I don't think I have any
only thing I have that touches the terminal afaik is this https://thunderstore.io/c/lethal-company/p/jivanf/TerminalGaming/
if you want I can send the modpack and ask my buddy for their logs? I'm not sure what it could be
sure, share your code. I can test multiplayer locally
not yet. I think it might be less effort than I anticipated though, so maybe in the coming weeks.
i'm running this, https://thunderstore.io/c/lethal-company/p/super_fucking_cool_and_badass_team/montysdumpingground/
here's the code version too just in case:
019e03d7-ab81-3390-3448-5e2a71f2b70a
I'll try and get my friend's logs from last night to see what's up
here's a screnshot of it
Did you have a time to look at this?
yea, this is odd. I could reproduce this with your pack but with my test pack (and my full 300 mod pack) it doesn't happen. On the client side I can see a bunch of networking related errors and there's a LethalNetworkAPI error just before syncing LMU data. I'd start by disabling the mods that are throwing error earlier or doing the good old disable half and check approach.
While I couldn't reproduce this on my end, I did find something in code that might be causing issues and changed it for next update.
will do, thank you so much!
im having an issue currently where discovery mode is only discovering collateral and icebound and no other modded moons. i even followed instructions here on how to set it up properly but it just kinda stops after those two plus the vanilla moons
all the others are hidden and buyable for some reason
what's your general modpack setup? Are you using dawn or only LLL?
got a log?
I'll also push my latest changes.
v2.4.8
Added
- Deadline auto-reroute:
- Added configurable destinations for automatic reroute on deadline.
- Comma-separated List of moon names.
- Evaluated in reverse order i.e., the last moon has the highest priority.
- Added configurable destinations for automatic reroute on deadline.
- LethalConstellations compatibility:
- Added a config option to limit deadline auto-reroute to the current constellation.
Changed
- Discovery Mode:
- Reroute checks now happen after new day and new quota rewards are granted.
- This way it accounts for newly discovered moons or discounts before deciding whether the ship needs to move.
- Deadline auto-reroute:
- Replaced the old
Prefer Galetry over Gordionsetting with the more flexibleAuto reroute destinationssetting.
- Replaced the old
- LethalConstellations compatibility:
- Maybe fixed an issue with moon visibility in constellations.
Fixed
- Fixed a possible NullReferenceException when saving or resetting the game.
- LethalConstellations compatibility:
- Fixed starting constellations config not applying correctly when a constellation whitelist is used.
Yup, constellations mixing together was fixed
Woohoo, the loophole in my pack is now closed. Will play with it after work. Where does it try to reroute after new day discoveries? Company, Experimentation, an available moon, or can I manually set it?
it reroutes to the first available (discovered) moon that's free in no particular order.
there are fallbacks if it can't find one. company is last resort before failing
So if Experimentation is whitelisted and always available, I can likely expect it to go there? I would test it myself, but I'm not at home atm. Just curious
Yea, it should always pick Experimentation then since it's always the first moon in the list of moons naturally.
Awesome
It works perfectly, but I did find a little quirk. Not gamebreaking, just a "huh... neat," moment, but it's fine and nothing needs fixing.
I have Experimentation visually hidden in the terminal, and so the ship auto-reroutes to one of the newly available moons for the day. Unhiding Experimentation causes it to always pick it on reroute. (Only reason I have it hidden is to keep the terminal's moon selection tidy)
Hmm, I guess there's no reason the ship should be auto rerouted from moon that is just hidden but still generally routable.
sorry lemme get my mod code for you
everything seems to be functioning as intended, its just what i mentioned that i can't wrap my head around
019e20bf-a784-231e-1d2c-12955752aa9b
i have both dawnlib and LLL, and i don't have a log atm. just after the vanilla (non-hidden) moons and collateral + icebound are unlocked it stops unlocking
I haven't booted it up but this here is an issue
since your group matching mode is set to price
the 'match cheapest group' config was added on request and only works when using custom moon matching.
If you just want your moons to be discovered from cheapest to most expensive, turn that off. the cheap moon bias you have set should be enough to pick cheapest moons first almost every time. you can check the weights in logs but skipping the lowest price tier should be very small chance unless the prices are very close to each other.
Alternatively you could also set up your moons as custom groups and use the custom matching method with that 'match cheapest group' config enabled.
fyi moon group matching doesn't work with quota discoveries at all other than the special case mentioned above. That's because there's no reference moon like there is with travel (destination) and new day (current) discoveries. I see how it would make sense to look at moons distinct by their price as groups automatically in this case but it's wacky for the other matching methods and that's why this was never implemented for any of these other than custom groups.
Thank you so much, I had no idea thats how that config worked
I'll change rhat and give it a test drive soon
Oh this is interesting, I was looking for a mod that would let me make Embrion and artifice one time purchases that works with constellations
on another note, do i have to have Unlock Mode (Default) also enabled to make the moons free after routing to them?
yes, that's exactly what unlock mode does
okay, just making sure. i wasn't certain if that was a separate mode that overlapped/conflicted with discovery or something
yea i know the naming of these modes can be confusing. unlock mode is what the mod started as as a 1:1 replacement of permanent moons mod.
unlock mode makes moons free after buying once
discount mode replaces unlock mode and instead goes through multiple configurable discount rates each time a moon is bought.
so these are the only 'conflicting' modes
discovery mode is separate and controls moon visibility
Discovery mode is a ton of fun when you have a bunch of moon mods. Makes each run more random/arcade like.
@rustic hatch Is this the correct setup if I want full story progression in Discovery mode and am running custom moons? I find that all my custom moons just indefinitely lock if I don't check the overrides.
Also a bit confused on how overrides and progression interact; i.e., which takes precedence. I'd assume overrides by mere definition, but maybe not.
overrides overwrite only the default state. so basically lmu will consider these as if they were locked/hidden in LLL/LunarConfig no matter what is actually set in their configs. therefore changing these to what is actually default should not change anything in theory but with the moons you have set it practically disables story progression for every moon other than Galetry and Oxyde ig.
when you had overrides disabled did you do the paintings thing to gain access to Galetry?
After that you would still need to actually discovery the moon via Quota Discovery since you have 'moon story release behavior' set to HiddenBacklog
But it shouldn't have been marking undiscovered custom moons without tied progression as story locked right? I'm just trying to figure that part out, I have all of young Wesley's stuff switched off for the time being.
technically any moon that is detected as locked+hidden by default (or set via override) is considered 'story locked' and would show as such
Okay, that's def good to know. Wondering then why the heck custom moons with no progression are defaulting to locked. I actually recall having this issue a long time ago before you even added the override feature.
hmm.. if you check debug logs it prints the moon table once after reading from LLL and once after reading from DawnLib on first lobby launch, so that should give info where/when that info is coming from.
Okay, I'll revert configs so overrides are off and just leave all progression on, see what it shows.
On a fresh save and lobby
Wth...they're not showing as story locked now... I'm so confused, they were all story locked when I looked at the table yesterday, but that was on the second quota w/ first quota discovery.
sounds like the overriden defaults are being stored to savefile..?
I did make changes around the regular defaults not being reinitialized on existing saves. might be a side effect of that with the overrides.
I don't recall if I'd reloaded an existing save when I'd seen everything story locked on the table, but yeah, overrides were definitely off when it happened.
I remember what spurred me to even check it was that I had the exact same selection of moons after selling to comp.
Yeah @rustic hatch, just confirmed everything not in rotation story locks when I reload the save. It may happen on new quotas as well, but I'll have to test for that separately.
This is with overrides unchecked and all progression on.
Ugh, I should've pulled the fresh lobby log as well 
Fresh lobby log from a different new save, if it helps
Thank you. I'll look into this.
As a lil post note, I'm wondering if maybe Better Saves (+ its fix) is conficting here somehow. It's the only thing that seems potentially obvious to me. Might test that in a bit.
maybe. it can have some issues I heard but tbh I'm always using that one and don't think I ever had an issue with it and definitely not this one with lmu.
Okie. Lmk what you discover. Can always throw my pack code your way if you don't get anywhere with the logs.
Thx core, appreciate ya 
Not to drown you, but I am seeing a separate maybe unrelated issue. New quota discovered moon (at least the first quota) seems to be being added to the moonlist despite my shuffle only being configured to 6 moons total (3 dynamic, 3 paid). Salvation in this case as pictured. I don't remember this being how it worked. Thought new, non-perma discoveries were just made available for any future shuffle, not made instantly avail for routing.
No, that's intended behaviour. There is no second state for discovered moons. Any discovered moon will always be visible and routable in the terminal (unless other constellation). What you're describing is more what moons gated behind story/progression behave like. They can't be discovered by any means until the story lock is cleared.
The difference about permanent discoveries is that they are not removed when the catalog is shuffled (daily or on new quota).