#Lethal Moon Unlocks

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rustic hatch
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Ig the encapsulation in place is tailored to modders adding new content to the game..?

coarse cove
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its more so to prevent someone doing something accidently they arent meant to

coarse cove
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:p

rustic hatch
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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.

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I'm thinking I can completely move from LLL to dawnlib

coarse cove
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uhh i think everyone gets registered in dawnlib

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everything*

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if you find something that doesnt, then i gotta fix that

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i think i even register LLL's terminal commands

rustic hatch
# coarse cove 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

coarse cove
coarse cove
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Are you sure? Can you do me a favour, download coderebirth and try to route to oxyde, does it still go to the confirm?

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I swear I remember it not doing that

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I might be schizo

rustic hatch
coarse cove
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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

pastel epoch
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I'm having issues with the scrolling when in the moon list

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whenever I scroll, it skips over a couple moons

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and I looked in the config

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I changed the terminal scroll speed to 1 to hopefully resolve the issue, but there was no difference even after restarting my game

rustic hatch
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Yeah it's a known issue. My patch in the current version on TS is overwritten by a patch in LLL.

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Will be fixed in next version. Maybe until then TerminalFormatter helps

pastel epoch
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would it be possible for me to switch to a previous version of LLL?

rustic hatch
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Hmm, I don't know when this was changed in LLL. hold on

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looks like this commit added the patch to LLL

pastel epoch
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alr

rustic hatch
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so try a version before Dec 19? (i have no idea if this is compatible)

pastel epoch
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I'm testing out the TerminalFormatter to see if that works

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I think the TerminalFormatter is also getting overriden by LLL

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because it still appears to be doing the same thing

rustic hatch
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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.

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oh the font size setting I have should also help. try that

pastel epoch
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ok, I'll see if those end up working

copper quarry
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discussion regarding scrolling issue

rustic hatch
copper quarry
rustic hatch
rustic hatch
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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.
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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.

jolly bloom
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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

rustic hatch
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When using grouping without fallback you should be able to just crank the count and it should always do the entire group

jolly bloom
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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

copper quarry
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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?

rustic hatch
copper quarry
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hm i got this error just now

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while trying to route to a moon

rustic hatch
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thanks, I'll look into it. but it'll be a while

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what moon is esoterica? like what pack?
it didn't happen with any moon, right?

copper quarry
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seems to be happening on some moons, not all

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for now: rend, and moons from demonmae cruisin moons

rustic hatch
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if u see a pattern lmk

copper quarry
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i think it eclipse...?

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seems to fail on eclypse, but i don't know if it's problem with lethal moon unlocks or other mod

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yet

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didn't happen recently, though

rustic hatch
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interesting. i do have weather tweaks compat but haven't touched that forever

copper quarry
rustic hatch
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maybe a fluke with eclipsed

copper quarry
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experimentation and assurance is fine with weathers hurricane and forsaken

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same for vow, adamance but rend drops an error and does not route, error is a non fatal one

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game doesn't crash, just doesn't route

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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.

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these are the last updates mods, so i will be checking those ones later

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all 3 moon mods are from demonmae so it might be issue over there.

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though it should not affect rend then

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only thing i can confirm is that it's not weather related, same thing on a new save.

copper quarry
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i rolled back lethal moon unlocks and it no longer seems to have errors

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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

copper quarry
tulip rose
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I have the same problem as Fortress! Exact same everything, can't route to any modded moons. Reverted back to 2.3.0

rustic hatch
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if you can please check if your log contains this textr from DawnLib registry that we didn't previously initialize from LLL.

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or leave me your log to look at later

copper quarry
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after more testing it looks like an compatiblity with hookGenPatcher or one of the mods depending on it

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ok hookgenpatcher alone works

copper quarry
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hm, i think it's a more complicated issue

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after disabling demonmae moons it now sometimes works sometimes not, so it might be related to number of moons

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here is the code to my modpack if you want to replicate the issue:

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019cc8d9-6b23-37b8-9aef-76316e63f3e2

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(it's 200 mods so it launches for a bit)

copper quarry
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019cc8ea-4a0e-b0ac-e972-f93678b3f3ff
(Smaller pack where i was also able to replicate 115 mods)

rustic hatch
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Thanks for your effort! I really appreciate it. Will look into this as soon as I can.

still prawn
# copper quarry

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!

rustic hatch
coarse cove
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i guess the node is null

rustic hatch
coarse cove
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it seems fine i think

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actually im starting to think that unlock.ExtendedLevel.SelectableLevel is the part that's erroringout

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if the node was null, DawnLib would've errored first

rustic hatch
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hmm, ok. I'll just have to check when I get to it.

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it might be a moon that's registered in dawn but not LLL. I'm operating on the assumption that that's not possible.

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should spit that out in logs though, I'll have to check

crude rune
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[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)

rustic hatch
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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.

rustic hatch
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v2.3.2

Fixed

  • Fixed a NullReferenceException which 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.
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Uploaded to TS just now. Will take some time for download to be available.

drifting summit
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Anyone know any terminal* mods compatible with Lethal Moon Unlocks? most seem to not be compatible and show all moons instead

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I was using Terminal Formatter but for some reason it doesnt change the price of moons even tho i change them in Lunar Config

rustic hatch
drifting summit
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and yes its just a visual bug

rustic hatch
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Hmm, so is it even a LMU problem? Or would it happen with just LunarConfig and TF?

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I'll push an update today restoring compat with darmuh's terminal stuff. So there's one alternative that would work again.

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I might also end up overwriting the moon catalog myself

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But i was confused when i checked yesterday with dawnlib it was showing the LLL catalog again not the vanilla one

drifting summit
drifting summit
rustic hatch
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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).
rustic hatch
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@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.

patent zinc
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I had found a workaround, I thought It was a stupid question sorry

rustic hatch
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All good ๐Ÿ‘
Next update should just work without workaround.

patent zinc
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Thanks for the mod <3

patent zinc
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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!

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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

rustic hatch
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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.

patent zinc
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I see, thanks for the explaining!

crisp jacinth
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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

rustic hatch
crisp jacinth
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Both

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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)

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It seemed to shuffle once during gameplay then it didnt shuffle any more

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I definitely do not have "never shuffle" enabled

rustic hatch
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the selection not shuffling is a separate issue I will investigate

crisp jacinth
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Alright, I was considering uninstalling that mod anyways with how many bugs it was causing

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With diversity disabled, I seem to still be getting the same moon options on new save (2.3.3)

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and routing to a paid planet that is discounted in one save still costs 0 on the new save

rustic hatch
crisp jacinth
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nice, ty for quick response :)

crisp jacinth
rustic hatch
crisp jacinth
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I also disabled "LethalLevelLoaderUpdated" because it is depreciated (apparently not needed anymore, even though mods list as dependency) to see if this fixes anything

rustic hatch
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oh yea that was causing something iirc. it's unfortunate since no manager will auto uninstall it just because it was removed as dependency.

crisp jacinth
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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

jolly bloom
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I swesr upon my soul to set this up soon given how active you are atm, once i finish my great journey

rustic hatch
jolly bloom
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I had an approach in mind but had forgotten, ill remember when i jump in though and wont be afriad to ask when

rustic hatch
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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

dapper tusk
jolly bloom
# rustic hatch if you have questions about setting up feel free to ask. the config is only so d...

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 count min and max both set to 3 + Quota discovery match cheapest group set 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
rustic hatch
broken haven
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I'd still love to see some sort of way to make Constellations work with Wesley's moons :,]

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even if I've to set all the Wmoons on one constellations, would be enough for me

broken haven
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how...

rustic hatch
broken haven
rustic hatch
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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.
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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 visit setting now correctly keeps visited hidden moons permanently discovered.
  • Moon prices will now correctly reset to original price when a discount or unlock expires.
rustic hatch
# broken haven ok, I'll do some checks soon

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

broken haven
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I'll specify my plan in a bit

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I'm currently busy

untold notch
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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
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I'm guessing this can be done with "Base Selections (Moon Rotation)" somehow?

broken haven
# rustic hatch I guess if you set up constellations for group matching for whatever you're usin...

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.

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something like this (this is an old spreadsheet)

rustic hatch
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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?

broken haven
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iirc, there is a config in LConstellations to do that

rustic hatch
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oh I think that's just LLL price filter?

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like in the LLL moon catalog if you type filter price it only shows the ones you can afford

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oh nvm. constellations

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yea that's in lethal constellations ofc

broken haven
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I mean, it works, the only thing that was not working was the Wesley's moons thingy

rustic hatch
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that should be working now.

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Sounds like you want just unlock mode, no discovery mode shenanigans

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it should even work with wesley's moons split into multiple constellations I think.

broken haven
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welp, time to check it

rustic hatch
# untold notch I'm guessing this can be done with "Base Selections (Moon Rotation)" somehow?

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.

rustic hatch
# broken haven welp, time to check it

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.

broken haven
jolly bloom
rustic hatch
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a utility I'm making to redo the config for my entire pack without having to stare at BepInEx config files for days

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now I'm staring at UI code and .axaml files instead alright

jolly bloom
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Love is in the air. will this be made public or just for personal use?

broken haven
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I'd love to set LunarConfig with this

rustic hatch
broken haven
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ok, I'll wait gladly

prisma sentinel
broken haven
prisma sentinel
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fk reading is hard sometimes ๐Ÿ™ƒ

broken haven
prisma sentinel
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oh, you were catching yourself but also caught me lmao

jolly bloom
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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

rustic hatch
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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 :/

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Theirs gonna be a webapp tho I think and that's probably much better anyways. I wanted to make a local app with AvaloniaUI

jolly bloom
broken haven
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cyz that could speed up one of the longest processes in my modpack quite a bit.

dapper tusk
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I had to clone from git for this so unsure if any nonsense is going on with the change

broken haven
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(when I'm avaliable) :]

dapper tusk
broken haven
dapper tusk
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nothing in particular, just want to make sure game doesnt break when loading it with everything else

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the PR was to fix constellations actually being hidden but I figure LMU is already handling that from the latest update

broken haven
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If you have LMU installed too

dapper tusk
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interesting

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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

broken haven
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I'm happy to see you back here again :]

dapper tusk
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I've been around, just moreso lurking ๐Ÿ’€

broken haven
broken haven
rustic hatch
broken haven
dapper tusk
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ack, no rush. If all seems well I will push a hotfix update (thanks to xCore)

broken haven
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However, everything is assigned and hidden correctly in the "moons" command

rustic hatch
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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

broken haven
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aaand now Asteroid-13 is not getting unlocked :,]

broken haven
broken haven
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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
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I'll check it tomorrow

dapper tusk
broken haven
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I selected Welsey, it went to hive despise it "should" be locked

dapper tusk
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so when you route to a constellation it routes to what the default moon says in the constellations menu?

dapper tusk
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so it sounds like the default moon is not getting assigned right from the config item, if I had to guess

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if you turn on dev logging you should be able to see what's happening in your logs from these logs

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(the warning log does not need developer logging enabled)

broken haven
dapper tusk
broken haven
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Cuz it could be a weird mod incompat of some way lol

dapper tusk
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yeah hard to know for sure. I will say nothing in LConstellations code for default moons has changed from the public branch

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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)

rustic hatch
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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.

broken haven
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default moons are still picked random tho :,]

broken haven
rustic hatch
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Hmm, that's odd. What I'm doing right now (unintentionally) should at least always set it to the same moon.

rustic hatch
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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.

rustic hatch
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v2.3.5

Changed

  • LethalConstellations:
    • Improved formatting of the moon table in logs.
      • With LethalConstellations present, it is now grouped by constellation.

Fixed

  • LethalConstellations:
    • Fixed an issue where LMU was assigning default moons to constellations when not in discovery mode.
broken haven
#

yay

dapper tusk
#

So everything good with that PR build of LethalConstellations btw?

broken haven
#

just a weird issue that I'm not sure if it was me or not lol

dapper tusk
#

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

dapper tusk
broken haven
#

Asteroid-13

prisma sentinel
#

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?

rustic hatch
prisma sentinel
#

Yes, refering to the LMU config.

rustic hatch
#

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.

prisma sentinel
#

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.

rustic hatch
prisma sentinel
#

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)```
rustic hatch
#

* 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?

prisma sentinel
#

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.

rustic hatch
#

ah, yea. The config for hidden in LCon is probably ignored. You'd have to set that via LunarConf or LLL.

prisma sentinel
#

Rodger. Will give it a go.

rustic hatch
# prisma sentinel Oh, duh, that makes a lot of sense. >_>

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.

prisma sentinel
prisma sentinel
#

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.

rustic hatch
#

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..?

prisma sentinel
#

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...)

rustic hatch
#

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.

prisma sentinel
#

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.

rustic hatch
prisma sentinel
#

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?

rustic hatch
#

I'd think you can dotnet build just fine. but I've never tried on linux tbh

broken haven
# rustic hatch I'm considering doing the Constellations rewrite I had planned early. It has al...

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.

crisp jacinth
rustic hatch
# broken haven It took me a while to properly formalize this recommendation, as I initially had...

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.

prisma sentinel
#

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?

crisp jacinth
#

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

rustic hatch
drifting summit
#

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"

rustic hatch
#

shouldn't be too long tho

drifting summit
#

Oh okay than you SCthumbsup

jagged kraken
#

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?

rustic hatch
#

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

jagged kraken
#

So I can just call UnlockManager.TryReleaseStoryLockShowAlert for any moon I want to discover?

#

Cool!

rustic hatch
#

pretty much, yeah

jagged kraken
#

Also is that just allowing them to be bought, or making them free?

rustic hatch
#

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.

rustic hatch
#

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.
#

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.
broken haven
#

Thanks bro

prisma sentinel
#

GOAT'd

#

Awkward that basically everything is now broken

prisma sentinel
#

You know, now that I think about it, does anyone know if Custom Story Logs still works?

broken haven
prisma sentinel
#

In that case it is currently disfunctional at best.

coarse cove
#

yknow i never realised customstorylogs referenced LL

#

lol

broken haven
#

not sure about LethalNetworkAPI on v80

coarse cove
#

should be fine

broken haven
#

gotcha

rustic hatch
#

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.
  • 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

rustic hatch
#

v2.4.1

Fixed

  • Fixed clients buying moons through the TerminalStuff MoonsPlus menu sometimes not registering as paid route.
rustic hatch
#

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.
quartz needle
#

Why am I getting the fog of death when i boot up with this mod in v81

rustic hatch
#

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

quartz needle
rustic hatch
# quartz needle

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.
rustic hatch
#

anyone tried this with v80+ yet?

broken haven
prisma sentinel
untold notch
drifting summit
craggy orchid
rustic hatch
craggy orchid
#

oh okay

#

thanks

#

sorry, I just saw lethal moon unlocks within the thing and wasnt sure

rustic hatch
#

nw, if you send a full log I can maybe tell you more. It might still be lethal moon unlocks

craggy orchid
#

it seemed to be a problem with the save file slot?? I loaded a different new file and it now works fine

rustic hatch
#

#1264314686170730688 message

cedar garden
#

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?

rustic hatch
#

I didn't get to test that yet but I believe it should be

cedar garden
#

Hmmm

rustic hatch
#

Finding it should switch the story lock of Oxyde in the moon table in logs.

cedar garden
#

When I was testing last night, using the tablet made the red error pop up about how the route was being cancelled.

rustic hatch
#

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

cedar garden
#

Galetry does this just fine with the painting unlock method at company, it's in the terminal right after.

rustic hatch
#

ohh, that's a different error alert. that's not from me. hmm

#

got a log of this session?

cedar garden
#

Yeah Just a moment

rustic hatch
#

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?

coarse cove
#

i think so, ill take a look and see where it comes from

coarse cove
#

uhh im not sure how you want me to tackle it since i need the progressive predicate to tell it to unlock and unhide

rustic hatch
#

ProgressivePredicate ๐Ÿค”
that new?

coarse cove
#

nope

rustic hatch
#

nah, that's on me then because I set the predicate and ig it's not a progressive one

#

to hide/lock

coarse cove
#

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

rustic hatch
coarse cove
#

it is inside of the ProgressivePredicate

#

but yeah you can modify without care

rustic hatch
#

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

rustic hatch
#

v2.4.4

BREAKING!
This update changes the Reset when fired config 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 fired now 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.
pale panther
#

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.

steel zinc
#

hello, your mod breaks "ReviveCompany Patched"

rustic hatch
# pale panther This is more of an "Is it possible/how to" question for LMU's configs. For cont...

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

rustic hatch
steel zinc
#

with 50% for desync(dead gets revived and can do anything but stay dead for others)

pale panther
steel zinc
#

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)

rustic hatch
#

You can go back one version. shouldn't be an issue with that

steel zinc
#

i think it caused because of alert messages

#

i dont remember its name

#

let me get screen

rustic hatch
#

yes it is

steel zinc
#

oh

#

so backport for 1 version should fix it?

rustic hatch
#

yea

steel zinc
#

but will it work with v81?

rustic hatch
#

yea it should

steel zinc
#

thank you

rustic hatch
#

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

steel zinc
#

thx

fallow cedar
#

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

rustic hatch
#

I'd be curious to see what happened just before that snippet. Can you send full log?

fallow cedar
rustic hatch
fallow cedar
steep laurel
#

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)

rustic hatch
#

especially discovery / constellations related ones

steep laurel
#

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

rustic hatch
#

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

steep laurel
#

i see i see. guess ill just keep looking, thank ya

steep laurel
#

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?

steep laurel
#

not looking forward to checking every individual mod for which is causing it SpookyFlop

rustic hatch
#

if you can't get any moons to hide in discovery mode something is clearly wrong. post a full log

magic dock
#

yeah all my moons are shown even useing qutoa mode

#

nevermind im big doofus

fallow cedar
rustic hatch
rustic hatch
#

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

fallow cedar
#

Thanks! yoiled

pale panther
# rustic hatch I think that should work using quota discoveries and shuffling rotations every q...

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?

pale panther
#

^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)

rustic hatch
#

It does but only on new quotas I think. I guess I can have the auto reroute run every time the catalog is shuffled.

pale panther
# rustic hatch It does but only on new quotas I think. I guess I can have the auto reroute run ...

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.
rustic hatch
#
  1. Yes
  2. 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.

pale panther
fallow cedar
#

I will try getting logs next time

pale panther
fallow cedar
#

DarmuhTerminalStuff customization

fallow cedar
bold glen
#

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 |

fallow cedar
rustic hatch
#

I'll look at your other issue later.

rustic hatch
fallow cedar
rustic hatch
bold glen
rustic hatch
supple abyss
bold glen
#

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?

rustic hatch
# bold glen 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.

rustic hatch
bold glen
#

I suppose I should change my wording to say discovery, sorry lol

rustic hatch
#

yea ik the wording is confusing. it has historic reasons lol

bold glen
#

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

bold glen
bold glen
rustic hatch
#

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.

rustic hatch
supple abyss
bold glen
#

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

rustic hatch
fleet steeple
#

what config allows me to unlock all moons for some reason i try to allow it and all the moons still cost money

pale panther
fleet steeple
#

yeaa

fleet steeple
pale panther
fleet steeple
#

where me and my friends can just adventure without spending

pale panther
#

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
pale panther
# fleet steeple definitely

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)

fleet steeple
fleet steeple
#

and i use wesleys for sure and some custom ones

pale panther
#

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

fleet steeple
#

bet bett then i just gotta see what else is there

#

preeesh it

pale panther
#

Just tested it on mine, they're all here and they're all free from the get go

pale panther
fleet steeple
#

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

pale panther
#

Alright, if you run into trouble, feel free to reach out again

fleet steeple
#

thank you preesh it

bold glen
#

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

rustic hatch
# bold glen I'm also able to route to any moons that are hidden by default, even if they're ...

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.

rustic hatch
broken haven
#

Are there any progress with your moon unlock rework?

#

I'm really interested of the custom unlocks applied in constellatinos for some moons :]

bold glen
#

I'll check for stuff that could conflict but I don't think I have any

bold glen
#

if you want I can send the modpack and ask my buddy for their logs? I'm not sure what it could be

rustic hatch
#

sure, share your code. I can test multiplayer locally

rustic hatch
bold glen
#

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

bold glen
#

got the logs! @rustic hatch

bold glen
#

here's a screnshot of it

fallow cedar
rustic hatch
# bold glen here's a screnshot of it

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.

rustic hatch
steep laurel
#

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

rustic hatch
#

I'll also push my latest changes.

rustic hatch
#

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.
  • 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 Gordion setting with the more flexible Auto reroute destinations setting.
  • 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.
fallow cedar
#

Yup, constellations mixing together was fixed

pale panther
rustic hatch
pale panther
rustic hatch
#

Yea, it should always pick Experimentation then since it's always the first moon in the list of moons naturally.

pale panther
#

Awesome

pale panther
# rustic hatch Yea, it should always pick Experimentation then since it's always the first moon...

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)

rustic hatch
#

Hmm, I guess there's no reason the ship should be auto rerouted from moon that is just hidden but still generally routable.

steep laurel
#

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

rustic hatch
#

since your group matching mode is set to price

rustic hatch
#

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.

steep laurel
#

Thank you so much, I had no idea thats how that config worked

#

I'll change rhat and give it a test drive soon

tall stone
#

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

steep laurel
rustic hatch
steep laurel
#

okay, just making sure. i wasn't certain if that was a separate mode that overlapped/conflicted with discovery or something

rustic hatch
# steep laurel okay, just making sure. i wasn't certain if that was a separate mode that overla...

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

ionic violet
#

Discovery mode is a ton of fun when you have a bunch of moon mods. Makes each run more random/arcade like.

junior timber
#

@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.

rustic hatch
#

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

junior timber
#

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.

rustic hatch
junior timber
#

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.

rustic hatch
#

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.

junior timber
#

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.

rustic hatch
#

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.

junior timber
#

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 Fish

junior timber
rustic hatch
junior timber
#

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.

rustic hatch
junior timber
#

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 AnimatedPlink

junior timber
#

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.

rustic hatch
#

The difference about permanent discoveries is that they are not removed when the catalog is shuffled (daily or on new quota).