#[BETA] Lethal Constellations v0.3.0
2971 messages · Page 3 of 3 (latest)
have a feeling it's the tag "fun" which is too short for the system i built
yep that was it
i'll try to put out an update soon to handle this automatically, but for now if anyone is utilizing the faux keywords with the tags from LLL you will have issues with bozoros because of the tag "fun" being too short
got it, thanks, i was planning on setting up my own constellations anyways
in that case you can use fauxkeywords you just need to make sure the length is at least 4 characters for now
I'm planning to update it to 3 when I push a fix for the automated tags
||I had to add the Fun tag to Bozoros to have ball pits in Grand Armory.|| 
lmao its cool, oversight on my part 
[0.2.5]
- Fixed fatal error during automated system creating fauxkeywords from LLL content tags which broke the terminal
- Added logic to skip content tags that are shorter than 3 characters or contain spaces
- Fixed an issue I noticed with clientside testing that threw an error when loading in and updating the current constellation.
- General code cleanup and update to latest version of OpenLib
[BETA] Lethal Constellations v0.2.5
oh yeah, I realized that if you use #1246312643514597386 and randomize into a moon it'll place you in its constellation when you check the menu
not sure whether to bring it up in the random moons thread or here
but since random moons only adds a single command and doesn't mess with the terminal's moon list and stuff I thought it'd be better to send it here
it's not a huge problem, just means you can randomize into a moon and automatically unlock like 3 or 4 others
also I didn't get to take a screenshot but eventually it just completely broke the list until I rerouted to another constellation, it just showed the whole moon's list with [Locked] next to the moons that weren't in the current constellation
So the way the code base works for this mod is when the level changes the constellation is updated. In my terminal stuff mod I have a random moon command and the way I navigated around issues with this mod is adding a config item to only pick moons from within the current constellation (if enabled). Do you want to be able to route to a random moon but not unlock/update the constellation you're in? This would probably require a bit of problem solving if that's the desired outcome
somewhat, ye, but it's not that big of a deal
the random moons feature is just a thing I added to keep gameplay from just being the same few moons in early game
ah gotcha, well if you want to suggest the same config item type thing for random moons you can link them this https://github.com/darmuh/TerminalStuff/blob/ee8f722e2f5bf768358f94ef3a8167979e43ed3c/DarmuhsTerminalCommands/CommandHandling/LevelCommands.cs#L39 & https://github.com/darmuh/TerminalStuff/blob/ee8f722e2f5bf768358f94ef3a8167979e43ed3c/DarmuhsTerminalCommands/Compatibility/ConstellationsCompat.cs#L8
to be honest, I might even move that bool to LethalConstellations itself in a future update to simplify things further
Oh I also noticed that whenever I leave the company it places me on the same constellation I was on before going to the company as opposed to the company's default constellation
or. wait I think I just misread this lol
yeah thats mostly just the default in the case of the mod not being able to determine the last constellation you were at
I still think it should put players on that constellation whenever you route to or leave the company
cuz it makes this config p much irrelevant when the constellation's a late game one
You can set specific constellations to not be able to route to the company. Or are you saying you only want to limit constellations that you return to from the company?
oh so i'd have to route to the company constellation if that first setting were enabled on em?
but yeah I would prefer the second thing, so like
yeah that'd prob be another config item. I'll have to think on how I'd want to do it
if I route to the company from "Constellation 1" and the company default is "Constellation 2", on routing to/leaving from the company it should put me on "Constellation 2"
sort of like that? But I could always just limit which ones I can go to the company from
yeah the default config item wasn't intended for this use which is why I'd have to think about what i'd want to add for this use case
this was my thought process but I get if it's not exactly what you're lookin for
nah you good, it's just a few toggles I gotta tweak!
It's a kind of specific use case for the config
just cuz I like to reduce exploits in my modpacks
yeah I get where you're coming from dont get me wrong. I might just add a boolean that determines whether to return to the previous constellation or always go to the companydefault that is listed in the config
i'll let ya know if/when something like that gets added
neato!
no idea why but for some reason the prize on this one's moved to the right more than the others
I'll try removing "planet" to see if it fixes it!
if you want you can remove [~t] from the config item which will remove the tab
hey can someone send the thunderstore link i can't find it
i'll update the original post too
thanks :)
Hey, love this mod 🙂 I was curious is there a way to put specific moons into constellations? Or to modify the prices of the moons and to travel to the constellations? I noticed at the beginning of this thread you have a config where you can modify some of those values except choosing which moon goes where but I couldn’t find the config the first time playing through
is there a way to switch the default moon to a modded one? am i missing something obvious?
i put all the moons i want available in a constellation as a method of disabling the vanilla moons, but it still just starts on experimentation
you should make a constellation for all moons you do want and then set it as the company default
that should make it so you only start on the moons from that one
i did do that
unless i messed something up?
experimentation is in vanilla but it starts me routed there
did you set "Alkenes" as the company default
yeah, and heres the config for the constellation itself
pretty sure i have it set up right so maybe its a mod incompatibility or something
oh that says "Can route to company"
yeah but i have it set as the default in the first screenshot
ill see if disabling mods fixes it then ty anyways
this mod doesnt change the moon you start at currently. That is something I can add a config item for in the future. The default moons are per constellation so that if you travel to a constellation it routes you to that specific moon
ah, damn, a way to set a default constellation would be super useful
and it just sets you to whatever the default moon is
The config to modify these items is generated after your first lobby load. It will be listed under "LethalConstellationsGenerated". Also remember that any changes you make to the setup section in the main LethalConstellations config will affect the generated config! Glad you're enjoying the mod! 
yeah I can definitely see the use-case there
yeah im currently unsure of another way to just completely disable the vanilla moons
this mod is compatible with LethalMoonUnlocks which might have some similar functionality for what you're looking for
not entirely sure though, disabling the vanilla moons completely is interesting haha
i thought itd be fun to do something more drastically difference
ill see if lethalmoonunlocks works for this
will there be an option to visualize what the constellation looks like?
something like this but simplified
if Stargazer ever gets finished i'm hoping to have some functionality there
otherwise, visuals will probably be a much further down the line feature
I found it out 🙂 thank you so much, now I’m one step closer to a beautiful mod pack lol
for anyone that's interested in what i did, you can use lethal moon unlocks in discovery mode, and then only whitelist planets you want accessible, and itll reroute you to a free one
I'd loove this
ive noticed with both this and lethalmoonunlocks, hidden moons other than the vanilla ones can't be traveled to unless you unhide them, is this intended behavior ?
is this mod incompatible with weatherregistry? when i use it I'm unable to access my solar systems
LethalMoonUnlocks is the mod that handles hiding/locking moons in this case. So I would check with them
not that i'm aware of. Do you have any errors in your logs?
i'll take a look
ohh it seems like it was super outdated i assume its fixed now ill check
awesome yea it works now
would need logs to know prolly
i actually found out why that happened
i was messing with the configs before setting the webconfigs
i already fixed most of it, except the info command
not a big deal though
what exactly is the issue with the info command?
when i try to type "info [constellation name]" it shows that its incorrect
or is it another command?
is it for every constellation or only one specific one?
every constellation
is ConstellationSpecificInfoNodes set to true in your com.github.darmuh.LethalConstellations.cfg in the Setup section?
oh i see whats happening now
yeah its set to true
well, now it stopped working
errors?
its saying its an invalid, its supposed to let me use the info command everywhere outside the constellation menu right?
nope
weird, i'll have to poke around your profile code at some point
ill send it in a bit
well would you look at that its fixed now
if you experience any more issues please do
but if not then I'll just chalk it up to needing a reload
I did not know changing this single thing would literally wipe everything I config'd
literally everything reset back to defaults

no backup no nothing
i'm ending it all brother. IT IS SO OVERRR
only thing that stays is the stuff from the other config file, so only names
yeah, I'll add a warning in a future update about that
let me become an example of not to do
LET NOT THE FUTURE GENERATIONS MAKE THE SAME MISTAKES I HAVE MADE
basically anything in the generated config will be affected by main config. Always good to back things up
only thing I'm sad about is I typed up all sorts of tidbits for the info tab
and I don't think I wrote em down anywhere else
everything else I don't mind it's just those ack
prob wont work but does this have anything?
i never learn bruh istg ODAISJIOSA
imagine that is for your generated config and not cruiser additions
it is over chatroom
well atleast I can use this as an opportunity to rebalance prizes!!!!
unlucky really :/
or if you ever sent a profile code to someone recently
it would also be saved there
last time I sent it was a few days ago
but I also made a bunch of changes in the LLL config and other stuff so it wouldn't be worth it
I added and config'd likeee I think 5 or 6 new moons
couldnt you just make a duplicate profile to grab the constellations config or?
hmmm perhaps
prob would be easier to work from that than a brand new one for the values right?
I guess so ye, I thought about doing that but figured it'd be just better to rebuild it from scratch
buuuut I'll give it a shot!!
the generated config is really aggresive about removing stuff because if a moon gets added/removed it could potentially cause issues with how I load everything leaving it there yknow?
hmm makes sense
@rotund light Will the update for adding distance between constellations that I suggested be added?
not any time soon no
I do recall it removed the configs for one of the moons I took out of the pack likeee instantly
:(
I unfortunately dont have the time to dedicate for something like that rn @serene pecan
yep, it used to not do that and broke pretty heavily lmao
makes a lot of sense why then lol, I'll be more careful next time heheh
I don’t think it would be that hard though. It’s just a math formula to make a constellation cost more the further away you are from it. I could probably code it
I'll also try to remember to add the warning in the next update in your honor 
you're welcome to submit PR's if you'd like
Ok
not the first time I made a bad decision/fatfingered a button and accidentally deleted like a day's worth of work
super appreciate it mr. darmuh 🙏
How are constellations picked during config generation for each moon when you enter your own list of constellations? Are the just evenly distributed?
Wish config worked a bit differently tbh. You'd enter a list of constellations, as you do now, and it would generate a config with two parameters for each constellation: moons list and routing price. And maybe a default moon parameter. Or first moon from the list could be considered default.
Because with all due respect, the way current config works is a bit too convoluted. And I don't get why stuff like moon price customisation even needs to be included when LLL is already a requirement.
Truly mean no offence. Just voicing my frustration after failing to set it up yesterday late in the night. Which is on me. I'm sure you had good reasons to set it up like that, that I might not understand.
so you dont have to visit LLL to change the prices EVERY SINGLE TIME
i honestly like this change, even though this mod beat the shit out of me while trying to set it up
one single mistake and you will end up in the smoking void room
Okay, I got it working. Had to edit constellation prices through config file directly. It's as if the code didn't affect that part of the config.
To answer your initial question, moons are randomized into each constellation on first load to give you an idea of how to configure it. This was a relatively recent change in the last couple updates as before it would just put all vanilla in one and all modded in another.
And yes, as you assumed there are good reasons for the configuration working the way it does. I could easily make a configuration option that parses a given string for moons to constellations but that would leave a lot of room for user error. As in, I'm putting the majority of the work on YOU to know which moons you have. Currently I am iterating thru the list of levels that LLL propagates during lobby load and generating them for you to avoid that issue. Additionally, while LLL does have prices I added the option to this mod as an alternative since it was relatively easy to implement. I also figure people would enjoy not having to go to another config to modify the prices.
That said, I am working to try to make the configuration process a bit less difficult. Especially in terms of getting sent to the "smokey room", while providing actual useful errors as to what you're doing wrong. Of course, that will take some time and effort. I may decide to add the string config to let you manually configure constellations to moons before lobby load (while trying to match them in the generation process for everything else).
But yeah main thing is my hands are tied until LLL provides the info I need, which is during the launch of a new lobby rather than at game start
Also, regarding better error handling and less smokey rooms it would help to have data points as to what caused these issues. I've gotten a lot of messages where the person just says "i fixed it nvm" without telling me what the issue was lol
The issue was me trying it to configure at 1 AM. I just simply didn't set it up right. All's good now.
Only issue I still encounter is that price for constellation routing doesn't apply when I edit it in web and copy the generated code. I have to edit it after all that in generated config itself.
Oh that's interesting, I'd have to look into a potential issue with the web config editor
If I could send anything that can help, let me know. But not today.
I also recently released this tool if you want to give it a try, might be better than the one you were using https://darmuh.github.io/OpenLib/OpenLib/Website/Examples/ConfigManagement.html
I'm using Gale's config editor.
no worries! I'm mostly just looking for data points for what configuration errors cause the game to load the smoky room errors
Gale is def a great config editor. I was more thinking as an alternative to the generated web page (if you were trying that)
[0.2.6]
- Added
StartingConstellationconfig item to set initial constellation when starting a new game (new saves or after being fired)- Will auto-route you to the default moon of this constellation when this is set (no charge of credits)
- Leave blank if you do not want the level/constellation to change on a new save (will likely be experimentation unless another mod changes this)
- Set to
~random~to route to a random constellation on each new game (new game save or after getting fired)
- Added
ReturnToLastConstellationFromCompanyconfig item (true/false)- When set to true, you will remain in the constellation you travelled to the company from when you leave the company.
- When set to false, you will be put in the constellation set via
CompanyDefaultConstellation.
- Added
ManualSetupListingconfig item to streamline initial setup of the mod.- This config item requires valid listings in ConstellationList to work.
- Will match different moon names to each constellation name provided.
- This does not modify existing generated configs and will only be used when first generating a config item for a moon.
- If a moon is being generated a configuration item and it does not match any from this list, it will be added to a random constellation.
- Added
IsLevelInConstellationboolean for other mods to check if a given level is within either the current constellation or a specific constellation - Added safeguards against duplicate constellation names, including a warning that displays when duplicates are detected.
- Will clean internal constellation names listing of any duplicates and display a warning in the log.
- Added some more safeguards in the LLL generated config portion to protect against rare cases where this mod is given bad/incomplete information
tried to address some feature requests in this update while keeping it relatively light ^^
Also, once i'm certain there's no glaring issues with StartingConstellation I plan to add another config item for setting a pool of acceptable starting constellations to choose from
I have one inquiry: I was trying to do something that would avoid transition/loading between constellations by setting Gordion as default moon for all of them. Unfortunately that didn't work as I expected. Is there no way to do that from your end? As in switching constellations being instant when you're already in orbit of a moon that is a default moon in constellation you're routing to?
ooh, this is interesting
a random setting for the starting constellation is such a cool idea darmuh!!
yess just what I was thinking
you the goat brother!!! these are all great additions
gotta give credit to this github user for the creativity lol https://github.com/darmuh/LethalConstellations/issues/4
goated as hell lol
oh, that is an interesting idea. I wonder how the mod handled multiple constellations having the same default moon. The mod is written in a way that travelling to a constellation must mean that you are travelling to a new moon. Doing something like this would require some core function rewrites lol
not shooting the idea down completely but it's not something I can easily implement soon
Maybe an even simpler solution would be a mode that just gets rid of "default moon" aspect altogether and just let you switch between constellations, just to change the list of available moons to route to. I personally use Constellations to contain big moon packs in their own lists.
No rush. I can live without such feature either way.
the issue with this is that your constellation is tied to the currently selected moon. So if you route to another constellation and are currently orbiting a moon not within it there is room for a lot of issues on my end
I see.
but yeah, give me some time to think about it and I might find something you'd be happy with
Appreciated!
[BETA] Lethal Constellations v0.2.6
[0.2.7]
- Added
AcceptableStartingConstellationsconfig item to set a specific set of constellations as potential starter constellations whenStartingConstellationis set torandom.- Leave blank to let random choose ANY valid constellation
- You can put duplicate entries of a constellation name to raise the odds that it will be chosen, this list does not need to have unique entries.
- Compiled with latest version of LLL (1.3.13)
[BETA] Lethal Constellations v0.2.7
saw the update but never mentioned it here
this
is PEAK
hey so I'm trying to use the mod, but not all of my moons are showing up in the config file. It just stops at K
So all my moons that start with Q-Z aren't there, is there a way to fix that?
Can you turn on these settings and post your logs?
sure thing
ok so dumb question inbound, where do I find the logs? Is it just the popup when I launch on thunderstore?
which mod launcher are you using?
thunderstore
oof, highly recommend r2 or gale
let me try to remember the menu layout for the basic one
thank ya
Settings> Debugging>Copy log file contents to clipboard
thats for r2modman but I think it should work for thunderstore too
r2modman is basically just thunderstore without the ads
FYI, from your log file:
[01:36:37.8120489] [Warning:LobbyControl] ShipLobby is incompatible!
[01:36:37.8120489] [Error :LobbyControl] 1 incompatible mods found! Disabling!```
so thats what that was
I think you can only use one or the other of those two mods
yeah, I kept getting the popup when the game opened
and had no idea what it was talking about lmao
also from your log file:
Stack trace:
SkinwalkerMod.SkinwalkerModPersistent.IsEnemyEnabled (EnemyAI enemy) (at <6679b08185e8458dbc079e3188c359ea>:IL_043F)
SkinwalkerMod.SkinwalkerModPersistent.Update () (at <6679b08185e8458dbc079e3188c359ea>:IL_0105)
Most people use mirage now in place of skinwalkers. skinwalkers hasn't been updated for the last 8 months where as mirage is still being actively maintained
I use mirage too, just accidentally put it back during testing
ohh gotcha
im not seeing any log messages from lethal constellations at all
is it enabled?
oh lol
should be there now since I renabled it and relaunched lethal
as you can see, I'm an expert at this
still not seeing it loaded in the logs
I only see OpenLib and shipcolors of mine loading
can you screenshot the mod in your profile
sure
that way thunderstore actually removes it from your profile
the config stuff will still be there
there we go! [01:56:42.9644821] [Info : BepInEx] Loading [LethalConstellations 0.2.7] [01:56:42.9664823] [Info :LethalConstellations] LethalConstellations is loading with version 0.2.7! [01:56:42.9684823] [Info :LethalConstellations] Binding configuration settings [01:56:42.9696971] [Info :LethalConstellations] LethalConstellations load complete!
so it looks like you didnt start a lobby. In order for the config items to generate for the first time you will need to host a game on your own (new save or existing save is fine)
🫡
of the mod itself?
yes for both the generated one and the normal one
it should be going to Config editor and clicking this button
then opening it with notepad and pasting here
dang, it's what I feared. Looks like one of the moon tags is causing issues and i'll need to do some digging
well shit
in the meantime, if you set ConstellationList to some names like "Name1,Name2,Name3" you won't run into that error
I don't know what that means, but it sounds bad
can you provide your current profile code so I can do some testing on my own (to figure out the bad moon tag and add some filtering for that issue)
01939496-6661-a054-3e37-4384e6e1788d
godspeed, it's about 200 mods almso
been trying to get it to work for a week almost
💀
I will say a good portion is perfomance based
It will help that I can add some extra debugging and fix this extendedLevel.NumberlessPlanetName default constellation set to - snow to say the actual moon name 
anyluck yet or no
Sorry I shoulda mentioned I dont have time to look rn
Gonna be looking some time later
id recommend doing this for a short term solution
Ah gotcha, no problem
I will say even when I did that, I still can’t play the game since I get the black screen when I go into the game
I would need your latest logs then if thats the case
but judging by the amount of mods you have, I'd bet there is some cleanup you need to do in your profile
I’ll send them over soon. But it’s the constellation mod that does it
yeah thats why I mention i'd need logs. It'd probably help to clear out any generated configs you have as well
Ah, gotcha
I’ll send em over soon, but no rush since I’m done testing for the day
here they are, went ahead and added what it looks in game and how the config files stops at Kast. (despite there being more moons past the letter K)
thank you for all of your help so far!
oh, looking at your logs it looks like the moon name itself is whats causing issues...
Like the actual names of the moons themselves?
thats what im thinking
Like the moons that I can’t acess in the config file?
can you screenshot all the moon names when the mod isnt installed?
Yeah
yeah its erroring out when trying to create a config item for one of the moons
Like on the terminal
yeah that should be cool
Alright
i see it
See what?
@rotund light I thought it already did this but use NumberlessPlanetName.StripSpecialCharacters(). Might fuck up some people's configs though
or the ExtendedLevel or SelectableLevel name
ahhh, yeah that would be it
wait no 🤔
I was thinking I might need to add that myself lmao
no this shouldn't be
how are you getting this [04:42:55.0480138] [Debug :LethalConstellations] Attempting to get MANUAL constellation setup for [ Luigi's Mansion ]
I'm pretty sure it should be the moon name throwing the error but I'm not 100% certain. Havent downloaded the profile or anything
thats just from a config string, not from LLL
thanks for the list!
let me find the line on github
using extendedLevel.NumberlessPlanetName
so i'd guess that the apostrophe is what's causing issues
im really confused tho
public string NumberlessPlanetName => GetNumberlessPlanetName(SelectableLevel);
internal static string GetNumberlessPlanetName(SelectableLevel selectableLevel)
{
if (selectableLevel != null)
return new string(selectableLevel.PlanetName.SkipWhile(c => !char.IsLetter(c)).ToArray());
else
return string.Empty;
}
I think this is my bad
misunderstanding skipwhile
you sure you dont wanna blame me? 
hey so this constellation appears on the generated config but not on the constellations menu, no idea why
are any moons (levels) assigned to it in config? If a constellation doesnt have any moons (levels) it should be skipped over
pretty sure I assigned moons to it, lemme check
oh 💀 that'd be why

fuck my stupid chungus life

haha no worries, glad I could figure it out for ya
(I couldn’t find a clapping one lmao)
LOL
as for this issue, I could either wait for an LLL update for the function I use to provide the config name or parse the text on my end a second time to be absolutely sure it's a valid config name
in the short term, it seems Luigi's Mansion is the problem moon
due to the '
Mama mia
Alright, I’ll try disabling it when I get back and see what pops up
what about the config file not showing moons past K?
Same solution?
yeah it's the same root issue
you may need to delete the generated config and make a new one, if you do just remember to backup the data you want elsewhere
good thing to remember when it comes to any updates from LethalConstellations and LLL in general lol
You think if I changed the name of the moon in LLL would that work?
Just take the ‘ out
gotvha
Ok so I just reset the config file and the K-Z issue got fixed
but still got the black screen
and luigi is disabled
can you send your logs
open 2.1 lethalcon 0.2.7
openlib is what version?
1.4.3
hmm, trying to figure out what is causing this error
[05:26:55.1082647] [Error : Unity Log] MissingMethodException: Method not found: void LethalConfig.LethalConfigManager.QueueCustomConfigFileForLateAutoGeneration(BepInEx.Configuration.ConfigFile)
Stack trace:
LethalConstellations.EventStuff.LLLStuff.LethalConfigStuff () (at ./EventStuff/LLLStuff.cs:127)
LethalConstellations.EventStuff.LLLStuff.LLLSetup () (at ./EventStuff/LLLStuff.cs:119)
LethalLevelLoader.Plugin.CompleteSetup () (at ./Plugin.cs:90)
LethalLevelLoader.Patches.StartOfRoundAwake_Prefix (StartOfRound __instance) (at ./General/Patches.cs:391)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::Awake>(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Awake>?2122565262(StartOfRound)
LethalLib.Modules.Enemies.RegisterLevelEnemies (On.StartOfRound+orig_Awake orig, StartOfRound self) (at <64fae9f52f324ab2a8065723b0759a64>:IL_0000)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Awake>?268737768(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Awake>?-1495945566(StartOfRound)
LethalLib.Modules.MapObjects.StartOfRound_Awake (On.StartOfRound+orig_Awake orig, StartOfRound self) (at <64fae9f52f324ab2a8065723b0759a64>:IL_0000)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Awake>?-1317504720(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Awake>?1767934934(StartOfRound)
WeatherRegistry.Patches.LethalLibPatch.StartOfRoundAwakePrefix (On.StartOfRound+orig_Awake orig, StartOfRound self) (at ./Patches/LethalLib.cs:83)
(wrapper dynamic-method) LethalLib.Modules.Weathers.DMD<LethalLib.Modules.Weathers::RegisterLevelWeathers_StartOfRound_Awake>(On.StartOfRound/orig_Awake,StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Awake>?707063128(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Awake>?2053486282(StartOfRound)
LethalLib.Modules.Player.StartOfRound_Awake (On.StartOfRound+orig_Awake orig, StartOfRound self) (at <64fae9f52f324ab2a8065723b0759a64>:IL_0000)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Awake>?1988834612(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Awake>?-139115604(StartOfRound)
RuntimeIcons.Patches.CategorizeItemPatch.PrepareItemCache (System.Action`1[T] orig, StartOfRound __instance) (at ./RuntimeIcons/src/Patches/CategorizeItemPatch.cs:32)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Awake>?1661883924(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Awake>?891235634(StartOfRound)
LethalThings.NetworkConfig.StartOfRound_Awake (On.StartOfRound+orig_Awake orig, StartOfRound self) (at O:/github/LethalThings/LethalThings/NetworkConfig.cs:266)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Awake>?825707904(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Awake>?30975650(StartOfRound)
[email protected] (On.StartOfRound+orig_Awake orig, StartOfRound self) (at ./Mirage/Hook/Config.fs:22)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Awake>?1065283832(StartOfRound)
big scary text aside, it means that something is missing
(here's another version of the logs that I doubled checked it was on to be sure)
wait, that doesn't make sense. thats only 3 mb
[05:29:45.1309070] [Info : BepInEx] Loading [LethalConfig 1.4.2]
which means my version checker in openlib didnt work 🙃
yes, I understand that :)
there's a method I reference in lethal config but it has to be version 1.4.3 or higher
the method doesnt exist in previous versions of lethalconfig
which causes the big scary error I posted above
so somewhere in your profile
the 1.4.2 version of lethal config is getting loaded
instead of 1.4.3
your profile name was yeag? right?
oh mb
your good
example
nah I mean open the profile folder in windows
should be in something like settings>locations
idk, I just download the mods with the given dependcies
01939a7e-c0dd-9b91-b1a7-efa36849e8fa
im gonna launch on my end, in the meantime I suggest uninstalling lethalconfig and reinstalling it. I have a feeling for whatever reason the one you have is not updated despite the app saying it is
i'll try it with r2modman to be sure, gale caches mods after you download them so you dont need to redownload 100 times
am I able to import it from thunderstore
yeah it uses thunderstore still
alright
yeah you shouldn't have to use it to have things work
but it is a much more convenient mod launcher
so do you have any clue as to why it work for you and not me
yeah, its a bit big
yeah a lil bit lol
beilve me or not this was supoosed to be small
I'm pretty sure it's just that, for whatever reason, version 1.4.2 of lethalconfig was getting loaded for you
but then it spiraled into the almost 200
it might have even been worth importing the code to a new profile and just trying that
lmao thats relatable
yeah I will, espically if it loads now
worse part is that one person has a laptop that can't run it
so I'm gonna have to make a lite version of it
is luigi there or no?
oh it's disabled
im pretty sure that will still cause crashes until I fix it myself or batby does on the extendedlevel property I pull from
I'll check it (provided it works for me this time)
game just opened
here goes nothing

ayyy there ya go
well
no
we're good
it's a fuckin miracle
that I don't even know how it was fixed but whatever
just modding things ✨
this what it's gonna feel like when one piece finishes lmao
💀
yeah, newfound respect for ya'll
hahaha thanks
(I don't even watch it too)
now to configure everything again
yeeey
I might check out the remake but yeah that shit too long 
remember if you have any issues to try deleting the generated config and start over
hahaha i gotchu
time for the luigi test
pretty much certain that will crash lol
yeah
lmao
I do have one more thing, what do you think are the best interior values to put down like % wise
interior values?
Like spawn %
How for instance go to vow and there’s an xyz chance for the mineshaft interior
oh i have no idea about that
np 🙂
@rotund light, I started working on adding the distance update that I suggested eariler as a PR. However, when I was looking through the code I couldn’t find where the constellation prices were being set.
nvm I got it
I just submitted my PR on github https://github.com/darmuh/LethalConstellations/pull/5
Upon running I found a error that makes it so the prices dont update in the start
I will fix this
How are you determining distance between constellations? Didn’t see that anywhere in the PR. Also looks like you’re using a DistanceID from Classmapper but I didn’t see the property defined anywhere
Nvm I see it, so you’re just assigning distance as 0,1,2,3,4,5?
Trying to see the vision you have here. Especially with distance being relative, how you are defining distance at the beginning
The method that updates the constellation prices only first runs when you route to a new constellation so when you first start the game its the old things.
Wdym
If you were to make distance configurable. What would you put in the description box for each constellation. What is the distanceID relative to. Your starting position? If so, you can pick to start in any constellation. Is the metric 0-1000? Etc. I want to understand the system you’re proposing because it will be more than just a price modifier
Distance is relative to your current constellation. I just made it so the closer it is too your current constellation the less the price is
The only thing I can think of that the user can config would be how much a constelation increases by
which is currently set at 500
I also wanted to have the terminal display a number on each constellation that said "# light years away" but did not have time to do yet. I could try to do it right now, unless you want to add it yourself. You could instead ask the user to config how much 1 light year is and also have them configure how many light years each constellation is from each other.
But just make sure you run the method I coded when the mod starts otherwise the prices would not get updated until they route to a constellation.
Alright I’ll take a deeper dive on it later and get back to you
Thanks.
I added the light year logic, it works similarly to the constellation prices. I also got it to display in terminal, but I could not figure out how to make it the light year between constellations and the price of 1 light year configurable. I could also not figure out how to get the method that updates the constellation prices to run when the game first loads up.
The PR should be updated
Another update: I recoded the formula to have allow constellations to be in random distances from the starting constellation. Now users can customize how far away they want their constellation to be from the starting one. I ran into an issue with trying to display light years with this new formula. I tried to fix it but my visual studio IDE kept telling me that I had 2 error with extended level. I tested if it was my pc by cloning the main branch and it still was happening. It has to do with references but I don’t know how to fix it.
@rotund light
what errors is your IDE throwing? I'll admit I dont have much time to dive into your commits right now
those 2
they are from GetNumberlessPlanetName
I dont know why its happening though
click on ExtendedLevel and see if it takes you to LLL's code
it doesn't but when I hover over it, it says this
when you hover over ExtendedLevel it should show this
click the green ExtendedLevel text from the hover
ok I did
Now what
find the method
there's a good chance it's not public, now that i'm looking at my IDE
yep, it's internal
your reference to LLL might have got changed
so what should I do
Delete internal and set it to public?
you cant change LLL's code
but you can use Bepinex Assembly Publicizer to make it public
how
right click LethalConstellations and click unload project
in the solution explorer
edit project file
ok
then make sure your reference to LLL has the Publicize="true"
also make sure you have this still <PackageReference Include="BepInEx.AssemblyPublicizer.MSBuild" Version="0.4.1" PrivateAssets="all" />
do you have this?
yes
then all you need to do is add the Publicize="true" to your LLL reference
after Include="LethalLevelLoader"
you type it in
<Reference Include="LethalLevelLoader" Publicize="true">
this is the easiest way to access code that is normally not marked public. Whether it's game code or another bepinex mod
like this
reload with dependencies or no
now it works thanks
just be careful publicizing other mods without first talking to the author
Also I was able to remove most of the errors from PR but I could not fix one. I need my constellation update method to run when the game starts up but when I put it in Start() or Awake() it does not work.
Start or Awake wouldnt do anything. You'd want to put it in a method that is subscribed to the game start event
like OnTerminalAwake
or OnStartup
yeah either that or NewLobbyStuff
that one is a bit later than terminal awake (Start of Round Start)
but it guarantees that most game stuff is defined
so OnStartup is the safe option
nah that is tied to GameNetworkManagerStart
which is called after you first launch the game (after you click LAN or Online i believe)
So then OnTerminalAwake would work because its when the terminal is first opened
alright
this is rather old and has changed (Zeekers moved somethings) but it should give you a rough idea #1191246381634043995 message
Do you know which one is when the user loads into the lobby
yeah it's something like, Terminal Awake -> StartOfRound Awake -> Terminal Start -> StartOfRound Start
if I recall correctly
all of this happens before you ever actually spawn in game btw
But you said terminal awake is when the user exits the terminal
thats why if something errors out on lobby load you will see the foggy mist error (because the game failed to spawn you)
no I did not
exists not exit
Awake is almost always the thing first being created/referenced
found another old message about order of execution (I dont think anyone has been tracking it since then) #dev-general message
so flipflop StartOfRound Awake and Terminal Awake and thats probably it
Is the unload thing also for vs code because I mainly code on my macbook and I can only get vs code
I dont know anything about vscode sorry
I know that the file you were editing when you unloaded the project was the .csproj file (which is specific to visual studio) so could be unique to visual studio
I have it set to public true on there too but I'm getting the same error with lethallevelloader. Its fine since I dont build it on visual studio code but its still annoying
I have a question. Do you want this new system to replace the old fixed price system? If yes after I finish the rest of the code could you add the config that would toggle using this new system?
I don’t know that much about configs yet.
no I'd rather not replace the price system but have it act only as a modifier
also, if there's a specific vision you want that might conflict with my vision you could always create a separate mod that changes LethalConstellations. It will just be something you need to maintain when I do end up updating the mod myself
main reason I dont want to replace the price system is because some people wont want to touch the distance feature at all
I was thinking that you could have a config before it generates the the new config file (during the setup after first installing.) The config would be: Use fixed price system or Use distance price system.
I had the same idea, but more-so just a config item in the main config that determines whether the distance stuff gets added at all
something like ConstellationsDistance
btw, i'm posting a small update to fix a bug with Luigi's mansion. You should be able to sync the changes once it's posted to github
[0.2.8]
- Luigi's Mansion hotfix (fixes crashes related to trying to run this mod with this moon)
- Will now parse extendedLevel.NumberlessPlanetName from LLL to ensure it's compatibile with Bepinex config naming requirements.
- Tried to ensure existing config items remain unchanged by my fix for this. Please make sure to backup configs before generating a new config with this update.
[BETA] Lethal Constellations v0.2.8
The way it currently works under the “lethal constellation generated” file in each constellation I added a config that lets you change the distance from the starting constellation. When you first download the mod you add your different constellations in a list, in the first config file “lethal constellation”. In that file you could add an option to switch the ConstellationsDistance on. Doing this would result in the distance system being added to the “lethal constellations generated” file.
Let me know if that makes sense it might be a little confusing.
yeah I mean the config stuff is a little confusing so I get it
Basically when you first download the mod, you add your constellations and it generates a file based on the initial configs
If you add an option in the first file for DistanceConstellation and they check on it would generate the code I wrote.
The main config Plugin.instance.Config is generated/checked at launch where as Configuration.GeneratedConfig is a separate config file that is generated during lobby load
Yeah
what I'm suggesting is having a bool config (enable/disable) in the main config that will then determine whether or not the other distance config settings are created in the generated config
I already do something similar for the extra info command stuff
ConstellationSpecificInfoNodes this one
see how that config value is used
By created do you mean only when they created? Or do you mean you can change the bool at any time and load into a lobby which would cause it to be updated. Because some mods can update their configs without regenerating.
both configs can be changed at any time but the code will need to be set up to handle that
so using the bool from Plugin.instance.Config you'd use the config bool itself rather than assigning it (since it can be changed after assigning it)
this is in LLLSetup()
{
ConfigEntry<string> infoText = MakeString(Configuration.GeneratedConfig, $"{ConstellationWord} {name}", $"{name} infoText", $"{ConstellationWord} - {name}\n\n\nThis [ConstellationWord] contains moons in it. Route to it and find out which!\r\n\r\n", $"The text that displays with the info command for this {ConstellationWord}");
if (infoText.Value.Contains("[ConstellationWord]"))
infoText.Value = infoText.Value.Replace("[ConstellationWord]", ConstellationWord);
constClass.infoText = infoText.Value;
}```
it checks if ConstellationSpecificInfoNodes.Value is true and then creates the related config items for that constellation
even if ConstellationSpecificInfoNodes gets updated in game with lethalconfig, the code will always return the value associated with it
when you get into more complex stuff with Bepinex config management you may find situations where you need to listen for config change events but I dont think that would be necessary for the distance stuff
it could basically mirror the info node stuff
Say you have the price system (default) already setup, if you change the bool for DistanceConsellation to true in Plugin.instance.Config would it update the Configuration.GeneratedConfig and add Distance related configs or would the user have to regenerate Configuration.GeneratedConfig
Configuration.GeneratedConfig is generated during every lobby load (after LLL initializes the extendedlevel content)
so if they change the config while they are in lobby then yes they'll have to back out of their lobby and start another one
in order to see the new config items
By regenerate I mean do they have to quit game, delete the generated config file, change the bool config, load the game and open a lobby
Or
Quit game, change the bool config, load game and open a lobby
no the generated config will automatically remove any orphaned config entries, add new ones, and read existing ones
you can see what i mean by messing with ConstellationSpecificInfoNodes
yeah its just per lobby
when you said quit game I was thinking closing lethal company
Oh my bad I meant return to lobby.
Do you think you could code the part that adds a config to enable the distance system? After I finish this version. I don’t know much about doing switching between 2 versions.
yeah i'll probably end up changing things when I review your proposed changes anyway
so dont worry too much about a final product
Ok, also it’s a little broken right now for some reason. I might need to change the formula.
I don’t know it made sense but when I test it in game somehow it messes up.
I’ll have to take a look again tomorrow.
no worries, feel free to take your time and learn from the process
also lmk if you have issues getting the changes off github
its not a lot, just added some handling for moon names that were bricking the game
Do you know how I resolve the conflicts that are between my branch and your branch. When I hover over sync it says remove all the commits I made. So I tried to go manually add and remove the things you did but it still says that.
nvm I got it
@rotund light I finished the Distance Update Version. When you get a chance if you could review my commits that would be great. Also, once you accept the PR you would need to add a config in Plugin.instance.Config that enables the distance version instead of a fixed constellation price. And in the configs I created if you could make something that does not add the config entry for constellationDistance for the default constellation and have it set to 0. This is because the Default constellation has to be set to 0 or the distance would not work.
ah my bad I read your message when I was half asleep and forgot about it
All good. 👍
I'll try to give it a review when I find the time (at the very least before I go on vacay the 22nd)
if im taking too long I really dont mind if you post it to thunderstore under a different name/guid till I get around to it (just make sure to indicate it's a fork in your readme)
like how this person posted their LLL fork for a specific change they wanted - https://thunderstore.io/c/lethal-company/p/Skeletonek/LethalLevelLoaderAOORE_Fix/
I cant really because there were 2 things that I could not figure out, and once you merge them I was hoping that you could do it.
-
Add a config in Plugin.instance.Config that enables the distance version instead of a fixed constellation price.
-
Make something that does not add the config entry for constellationDistance for the default constellation and have it set to 0 in the code. This is because the Default constellation has to be set to 0 or the distance would not work.
yeah true, I guess I was more saying if you wanted to try to figure out how to release on your own
If not, i'll see how I can resolve your issues on my own
I think this is the best choice because I have no idea how to do those 2 things. 😐
does anyone know why this happens after reloading a save file with this + lethalmoonunlocks
everything becomes unroutable
i'd check your logs for any errors. That message means lethalconstellations failed to initialize somewhere
nothing stands out to me, any clue whats up :?
yeah no clue from the logs, very weird
might help to try to reproduce the issue with these enabled
you'd at least get more debug logging that could indicate where the process is hanging up
oh you know what, since it's LMU I wonder if all the constellations are set as hidden for some reason. That would cause that issue as well I think
I created my own constellations T1,T2,T3,T4 and the constellations showed up correctly but i couldnt route to them using their names
i then tried adding the name to the shortcuts in the generated config and no luck either there
but i added a longer version of it TierOne and that worked
I assume its just because there is a min character limit or something but figured id report it either way
lol nevermind its cause it can be a terminal code for turrets/doors
but different note, the automatic setup seems to not have worked correctly?
yeah min character length is 3 for that reason haha
what do you mean by automatic setup?
yeah if the constellations dont exist the manual setup wont work. It's really just trying to match the constellation names to moon names
how would I get it to work as intended?
it's mostly there as a helper, cant guarrantee it will set everything up perfectly
yeah thats fair enough
i started with no generated config file, and it looks like its put them there semi randomly?
either way not a problem
yeah if you turn the debug logging stuff on you can see how it tries to parse the config item
but ultimately if it fails yeah the moon will be put in a random constellation
is the # part of the moon name?
good question, let me consult the codebase lmao
really im just running this once so it generating anything is helpful. especially the config for the custom constellations
i would have bumbled my way through trying to figure that out lol
I am sad about the three character limit though, but haha it makes sense ill have to make another acronym or just live with writing 3 extra characters
yeah maybe one day I introduce a menu system (which would remove the need for keywords)
so looking at the codebase, I think I might have only set it up to use the manualsetup config item for the default moon
so something on my end i'd need to adjust/fix
enabled the extra logging, here's a log from when it happened
every time a save is reloaded all other constellations other than default just become inaccessible
im guessing the issue doesnt happen if you disable LMU right? A brief skim of your logs I'm not seeing anything super obvious
actually looks like those are the only moons I have at all
okay heres what i've learned with trial and error
it seems to have trouble when it has a duplicated default moon
since mine are all gordion since thats how it needs to be for RandomRouteOnly to work
is there a chance for this to be patched? since you allow moons in multiple constellations and they could be the default in multiple constellations?
if not i'll live with just assigning a unique default moon but it kinda ruins my plans for random route only, so figured id ask about it
0193d329-0bc7-915a-7410-b9eff82a301e there is the profile code, though idk if its helpful its just what i see people do
thanks for the in-depth info. The way default moons work is that is what the constellation routes to when you select it. I'm prob gonna need to rewrite some code in order to allow for multiple constellations with the same default moon
Hey sorry to bother you but have you gotten a chance to review my PR?
started reviewing it yesterday, still working on it
Ok also remember to do these 2 things in the code, so that the distance logic and the fixed price logic can exist at the same time and wont interfere.
-
Add a config in Plugin.instance.Config to enable distance-based pricing instead of a fixed price.
-
Make sure the default constellation doesn’t use constellationDistance in the config and is always set to 0 in the code.
both are done in my dev branch
I've made a considerable amount of changes since the PR lol
I ended up opting for a different system than the lightyear system as I am hoping to use the distance data later on for a visual star map of some kind
Ok, I added the lightyear system to help new players understand why travel costs change, because linking price to distance made sense. Does it now just adjust the price, or does it do something else too?
if you add the positional data it will follow the following formula
at load all constellations will get it's original distance to the starter constellation
at the original distances the constellations will use their configured pricing
I mean when they view the terminal, some people might get confused why the prices are changing.
Like people that are not hosting
when moving to other constellations price will be updated based on this: original price * current distance / original distance
and the distance value can be displayed however you want to configure it, but the number will actually mean something for our equation
oh so it can still displays the distance in terminal
yep
what is the messurement for the distance though
and depending on what you set for the coordinates you can have high numbers or low numbers
like does it say ly or miles
up to the person configuring the mod. I'm using the actual Vector distance float between two different vector 3 values
default is not going to display units of any kind
Oh, ok I get it
its a little more complicated, but again I want to use this data for more than just pricing later on
and always down to consider other formulas later on. This is just the one that made the most sense to me for using positional data without adding a bunch of new config items
also have it generating positional data on first load when you first enable the positional data stuff
that way you have an example of what the correct format is
so does it use x y cords?
x, y, z
ohhhh
but if you want a super simple distance value you can just use 5,0,0, 20,0,0, 30,0,0 etc.
yeah
im also getting rid of typing a keyword of any kind to route to a constellation
creating a constellations menu similar to suitsTerminal's suits menu or terminalstuff's moonplus menu
oh so the reason you changed from my formula was so that you could use this new data for other things like visual graphics
yeah hopefully down the line yes
that was always my original intention for distance type stuff
Aw, I kinda like the keyword one. Could you make that a option?
although, I'll only really need x/y values for graphics. I think having x,y,z makes more sense for space lol
for now i'm dropping support for it as it causes a lot of issues with conflicting keywords and the like
I may add it back in a later update, just trying to cut down on the random bug reports I see here
so it will be like lategame upgrades
yes
except lgu's controls are a bit different from my default controls
it will be very similar to the moons plus menu in terminal stuff, so if you want a quick preview try that feature out
actually, if you're open for testing I can post a .dll here shortly
im mostly just bug searching at this point to make sure shit isnt breaking
Yeah I can test.
you'll need a new version of openlib too
will in a sec 👍
lmk what issues you find. I marked some config items as disabled since they shouldnt work right now
@serene pecan
alright
@rotund light
this spamming in console
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ClipboardItem.Update () (at <b5c9757a4ecc4ee1b8a83c58c3df2def>:0)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
GameNetcodeStuff.PlayerControllerB.PlayerLookInput () (at <b5c9757a4ecc4ee1b8a83c58c3df2def>:0)
GameNetcodeStuff.PlayerControllerB.LateUpdate () (at <b5c9757a4ecc4ee1b8a83c58c3df2def>:0)
not really it just spams that
try loading with just the new openlib and not constellations
im not patching either of the stack traces mentioned so im sure there should be something erroring out before that
openlib works
but lethal constellation is not
can you post logs
that'll do it
Stack trace:
LethalConstellations.EventStuff.LLLStuff.GetDefaultConsellations () (at ./EventStuff/LLLStuff.cs:147)
LethalConstellations.EventStuff.LLLStuff.LLLSetup () (at ./EventStuff/LLLStuff.cs:26)
LethalLevelLoader.Plugin.CompleteSetup () (at ./Plugin.cs:90)
LethalLevelLoader.Patches.StartOfRoundAwake_Prefix (StartOfRound __instance) (at ./General/Patches.cs:391)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::Awake>(StartOfRound)```
you sure you replaced your lethalconstellations dll?
this is line 147 for me
getdefaultconstellations isnt being called there
I did
delete any LethalConstellations.dll in your profile
then try again
with the updated one
the dll you sent before
no
try adding it and see if the error goes away
still happening
weird, not sure why thats happening for you
especially since the stack trace does not match up with the actual code
seems like you have an artifact of an older version somewhere or something idk
how big is the testing profile?
I could try the profile code
I just have imperium and then the 2 dlls
ok
your stack trace made no sense so idk what was going on
reminds me of the time i tried setting up this mod for the first time
had to reinstall everything to fix it

here try these
alr
nvm, i can recreate your error
what the fuck
oh it says a different line
ok one sec figured it out
okie
i had an old config in my other profile that was preventing the error. It was from one of the settings i removed
alr these should work
ok let me test it
I also am pretty sure I got shortcuts to work if you still wanna use keywords to route to constellations
they just wont be added by default, and now will only create keywords from the shortcuts list
the new stuff is dependent on this config item btw
no worries
depending on your feedback i'll prob decide whether I try to push something tonight or save it for when im back (after new years)
I just tested and it works great
one thing though
could you add a option to use wasd
and also there is a lot of unknowns
and the prices are not being updated
ohhh
wait I forgot to change the config you said
@rotund light
this will kind of be a pain but yeah I probably could. Would just be adding config items to allow for you to set your own bindings
can you also test it with your modpack and make sure there's no conflict anywhere with a larger profile?
yeah I'll do it rn
sup
yeah thats what it caps out on
why is it that much though
136 is super far
is there a way to set the amount 1 distance is
this is the math
oh so the cost for 1 distance unit is the price of the constellation
so what you're looking for is probably a way to cut down on the currentDistance value
I could add a modifier config value (i actually planned on this originally) it would just have to fit into the equation without breaking shit lmao
so say the original price for a constellation is 500, current distance is 136 and original distance is 3.
Math would be 500 * 136/3 = 22667 (rounded up)
so then the price for each distance unit is set based on the constellation price
eh, more like there isnt a price per distance, but that your starting price will affect how much it can change
because how I would have that done in the code I wrote before was that PriceOfOneLightYear * (136/3)
yeah...
but instead of having priceofonelightyear be only one value
its set to what ever each constellations is
I dont really get the point for that though. Only thing that culd make sense if you were traveling to a constellation and there was like a asteroid field which slowed you down
so you need more fuel
but in my opinion you should have a new config entry which would be used instead like fuel required or smth
its more that i'm trying to work with the originally defined prices to choose each route
and the further you are from that route, the more the price goes up
prices are not initially set by the first distance value
if I do away with trying to keep the original configuration prices, then yeah it can be pretty easy to calculate distance price per unit
Oh alright, I mean since I know how it works so I can config it to act how I want. But new players that dont know might be confused why when they set this setting on that it makes constellations cost 99999 on default.
yeah I get where you're coming from
yeah that does make more sense
it kind of looks weird because its right new to the Page [LeftArrow] < 3/4 > [RightArrow]
also planning on removing the tab for the page line
wdym
the extra space
and last thing is there a way to add a distance unit like light years after the distance number?
yeah you can just edit the menu text config item
oh I forgot
like this
Alright thanks
so to summarize:
- allow menu controls rebind
- maybe adjust formula (or add another config item) to adjust starting price based on starting distance and then have a price per distance unit config item
- tidy up menu text
anything i missed?
Yeah thats it. For the second thing you wrote I think you should make it so that if AddConstellationPositionData is true, then it will do the following.
- Add a new config option in Plugin.instance.Config for price per distance unit
- Disable the constellation price config in each constellation category or remove
I think it would be better if there was just one price per distance unit
using the example from before 500 * 136/3
instead of:
constellation price * (136/3)
it would be
PricePerDistanceUnit * (136/3)
This is just my opinion though, you can do what ever you want.
gonna think on it for sure
[0.3.0]
WARNING: BEFORE UPDATING PLEASE BACKUP YOUR CONFIG OR YOUR DATA CAN/WILL BE LOST
- Removed Faux Keyword support and regular terminal keyword creation by default in favor of new interactive terminal menu.
- Menu controls are configurable in the new
Menu Settingsconfig section (main config). - You can also choose to display any number of constellations per page depending on the level of detail your menu text has. (From 1 - 100)
- If you would still like to have regular terminal keyword support for routing to specific constellations, you can use each constellation's
shortcutsconfig item to add keywords for routing to it's constellation. - This should resolve many of the conflicting keyword issues that limited your ability to name your constellations what you wanted.
- Menu controls are configurable in the new
- With the new interactive menu, constellation names can be any length and contain any characters with exception to
\,\n,\,",[, and]due to Bepinex Config limitations. - Added new positional data related configuration items, including:
AddConstellationPositionDatain the main config will enable configuration items that assign coordinates to each constellation.- When the above is enabled,
PostionalPricingModeconfig items will be created for each constellation in the generated config.- Determines how pricing for the constellation will be affected by it's coordinates.
UseOriginalPricewill use constellationPrice configuration item as starting route cost and the CostPerDistanceUnit value will not be used.SetPriceByDistance(default) will ignore constellationPrice and set constellation's price to a new price value based on it's starting position (relative to the starter constellation).Nonewill not update pricing in any way based on positional data.
- When the above is enabled,
CostPerDistanceUnit- When
PostionalPricingModeis set toSetPriceByDistance, this value will be used to determine how many credits each unit of distance is worth. - Example: A distance of 50 will update the route cost for the constellation to 100 when CostPerDistanceUnit is set to
2.
- When
- Thank you @serene pecan for the PR on github and assistance in getting this feature started. Even though I ended up rewriting most of your work I do appreciate you getting the ball rolling on this so I could finally get this feature implemented in some fashion. Big shoutout to them.
- Please also note that the distance feature is still very much in testing. If you find any issues please report them on the github and/or the discord thread.
- In general, the mod has been lightly reworked so some old issues may have been resolved and on the flip side some old resolved issues may reappear.
- If you experience any issues with 0.3.0 please revert back to 0.2.8 as a known good version. This mod will not receive any hotfixes until after the new year.
Is there a way to set multiple keybinds for moving around
so you can have the arrows and wasd
lol, its alright I set it to wasd since thats the most easiest to use.
[BETA] Lethal Constellations v0.3.0
Hey so I'm having an issue with setting up a constellation. Basically I want to make one with just the company builing and Sector0 in it.
I set the default route to Gordion to make it automatically route there
The issue is that whenever I try to get the list of available moons (which should be just sector0 and company) I instead get this, which is the second constellaiton in the list + the company building.
This issue doesn't happen when I set the default route to sector0
Afaik there are no errors in the console so I am not sure how to really handle this situation
Yeah considering the company is “special” there’s some complicated logic going on when you route to the company. I think if you set it so your other constellation cannot visit the company you may be able to accomplish this, but otherwise yeah you’ll need to wait for me to review the code in further detail once I’m back from my trip
Another user before 0.3.0 had a similar problem where they wanted every default moon to be the company building. I still need to look into the code base for a solution there (and it’s likely tied up in the same logic that causes your issue)
Ah. Understandable. I'll merge company grounds and sector-1 for now then. Thanks for clearing things up and i hope you enjoy your trip.
whenever i try to route to one of my constellations, the game thinks im routing to another one
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fixed, ignore my post
Do you mind sharing what the confusion was just in case anyone else runs into the same thing? Could also be something I can explain better in the mod’s readme at some point
while i was adding a new constellation, the game was thinking that i was going to another already pre-existing one
so like in the video, i wanted to go to kranotsk-5, but it sent me to rock goblin nebula
even though both are completely different constellations
and it also fuses both for some reason?
Yeah I’m not sure I follow 100%. Were you setting up your config in game and expecting it to update the constellations menu right away?
exactly
Yeah it’s not set up to work that way. You’ll need to reload lobby when changing anything in the config in game
I may change that in the future, but it would require me to add explicit support for that
@rotund light After clicking exit or traveling to a constellation could you make it so that it can be configed to go somewhere else. Because I have all my commands on the home page but it puts me on the normal page.
Yes that is planned
is there a way to remove a moon from the constellation system entirely?
Rebalanced Moon adds in copies for a few of the vanilla moons and using RandomRouteOnly it ignores the price of the moon
as a temporary solution i can just throw it into a junk constellation?
also the moon list does not seem to update to the StartingConstellation when loading into a new game
which its not much of a hassle, but it does seem to mess with RandomRouteOnly if I dont go and change the constellation first
can you try this and see if it works? If it's a moon with the exact same name as another then i'm not 100% sure it will work the way you want (both the original and the duplicate will not be added to any constellation). the duplicate name should be in the same constellation as the original anyway so not sure why that is the case
if the starting moon is changed by another mod then yeah that makes sense it would cause some issues
it should update the constellation when the level is changed but it depends on how the mod changes the level
yeah my bad, this looks like a conflict from another mod. ill have to try and find it sometime
this worked, thank you.
its kinda weird but RebalancedMoons adds visually the same string but its with different characters
huh, that is interesting. Glad to hear that bit worked out for you though
if you figure out which mod it is I can look into it on my end. I just need to register their level change event to update the current constellation
moving discussion here - https://discord.com/channels/1168655651455639582/1327068908129095700
for some reason, idk if this is known
but in my pack
only the host can use the constellation command
doesnt exist for other clients
modpack
i dont have a log cause the log doesnt really mention anything
Same problem here I reported it in https://discord.com/channels/1168655651455639582/1327068908129095700
sorry, been doing irl things. Please keep further posts in the new thread as mentioned above
Any idea what might be preventing the Constellation UI from appearing or working?
I type "Constellations" into the terminal, but nothing happens after pressing enter. The only key that does something is escape.
Can't find anything in logs or BepInEx console
the only thing I found was this:
[00:28:14.2059314] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalConstellations.PluginCore.MenuStuff.RouteShortcutsAndInfo (LethalConstellations.PluginCore.ClassMapper cons) (at ./PluginCore/MenuStuff.cs:365)
LethalConstellations.PluginCore.MenuStuff+<>c.<ConstellationsKeywords>b__22_0 (LethalConstellations.PluginCore.ClassMapper cons) (at ./PluginCore/MenuStuff.cs:332)
HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable1[T] sequence, System.Action1[T] action) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0014)
LethalConstellations.PluginCore.MenuStuff.ConstellationsKeywords () (at ./PluginCore/MenuStuff.cs:332)
LethalConstellations.PluginCore.MenuStuff.Init () (at ./PluginCore/MenuStuff.cs:238)
LethalConstellations.EventStuff.Subscribers.NewLobbyStuff () (at ./EventStuff/Subscribers.cs:40)
OpenLib.Events.Events+CustomEvent.Invoke () (at ./Events/Events.cs:97)
OpenLib.StartRoundPatch.Postfix () (at ./PatchThings/OtherPatches.cs:22)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::Start>(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Start>?526782360(StartOfRound)
LethalLib.Modules.Items.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) (at <ef4e7af8c5b54c0da39ca0b1ffad7d7f>:IL_0178)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Start>?-1497681176(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Start>?1598083010(StartOfRound)
LethalLib.Modules.Utilities.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) (at <ef4e7af8c5b54c0da39ca0b1ffad7d7f>:IL_019C)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Start>?-1766647124(StartOfRound)```
perhaps LethalLib or ITA?
Please use this thread going forward -> https://discord.com/channels/1168655651455639582/1327068908129095700
Would it be possible to add an actual map to this? Like a simple 2d spiral symbol that uses the existing coordinate system to plot it on the map using an invisible grid and adding a selection system that automatically jumps to each added symbol, then creating some decals for each symbol like a gas giant, Black Hole, Nebula, And solar system I feel it would be intuitive and (probably) easy to implement as well
Also just as a side note the Constellation Info Text message in the config is wrong its using the text to explain ConstellationWord
Please use this thread going forward -> https://discord.com/channels/1168655651455639582/1327068908129095700
easy to implement as well
i did say probably!
harder than it sounds unfortunately, eg.
https://www.reddit.com/r/lethalcompany/comments/1fi1n5u/heres_a_preview_of_stargazer_a_mod_that_replaces/

